Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Attrition and lockout endgame
High confidence(340 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Efficient Curve (64% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Draw engines1
Cantrips & burst draw18
Recursion2
Control Strategy Bonus (19 interaction cards)+30ⓘ
Counterspells11
Spot removal7
Protection3
Two-Color Powerhouse Lands (1)+3ⓘ
Fetchlands8
Dual & shock lands7
Premium utility lands2
Utility lands8
Taplands3
Tempo Control (lockout lethality)+13ⓘ
Combat Damage Synergy: 1 haste enabler, 1 damage multiplier+6ⓘ
1 extra turn effect+5ⓘ
Synergy pieces1
Token generators1
Extra turns1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Mana base94Interaction85Consistency75
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes5 total
Burn13 cards
13 damage dealers. Burn opponents down with direct damage.
Counter Control11 cards
11 counterspells. Control the stack and protect your win conditions.
Cantrips10 cards
10 cantrips. Cheap spells that replace themselves for velocity.
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.