Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence388 pts
Estimated win turn
T6best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Land ramp10
Other acceleration4
Treasure generators1
Tutors2
Draw engines6
Recursion2
Value engines11
Artifact/enchantment removal1
Spot removal6
Board wipes2
Stax & hate1
Protection7
Mana Acceleration+8ⓘ
Two-Color Powerhouse Lands+4ⓘ
Two-Color Mana Base+4ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands5
Taplands1
Basic lands1
Combat Damage Synergy+25ⓘ
Commander Synergy+1ⓘ
Synergy pieces6
Win conditions2
Combat threats7
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5 → Bracket 3
0.5 above Bracket 2 ceiling (5)
1.5 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
+1/+1 Counters24 cards
24 counter synergies. Grow creatures over time for massive threats.
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Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.