Commander
5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(348 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Mana rocks1
Land ramp8
Other acceleration2
Treasure generators1
Tutors3
Draw engines6
Cantrips & burst draw4
Recursion2
Value engines4
Spot removal10
Graveyard hate1
Board wipes1
Stax & hate5
Two-Color Powerhouse Lands (3)+8ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands1
Utility lands8
Taplands7
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, 1 damage multiplier+16ⓘ
Synergy pieces5
Combat threats2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Interaction90Mana base83Consistency70
0.6 above Bracket 2 ceiling (4.5)
1.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Voltron19 cards
19 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Power Matters12 cards
12 power-matters cards. Convert creature power into damage, cards, or effects.
Stax10 cards
10 stax pieces. Tax and restrict opponents' resources while breaking parity.
Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.