Commander
5.4±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence(377 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks4
Other acceleration4
Commander Synergy (1 groups)+2ā
Draw engines10
Cantrips & burst draw2
Recursion1
Counterspells3
Spot removal8
Graveyard hate1
Board wipes5
Stax & hate6
Two-Color Powerhouse Lands (1)+4ā
Fetchlands1
Dual & shock lands3
Premium utility lands2
Utility lands6
Taplands2
Combat Damage Synergy: token package, 1 token doubler, 6 evasion enablers, aristocrats engine, 2 damage multipliers+25ā
Commander Synergy (1 groups)+2ā
Synergy pieces5
Win conditions3
Combat threats11
Token generators2
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more āā
Power level 5.4 ā Bracket 3
Interaction93Threats82Mana base75
0.9 above Bracket 2 ceiling (4.5)
1.1 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
ā
Game changers 1
āMass land denial ā none
ā2-card combo ā none
āExtra turns ā none
Themes3 total
Spirit Tribal32 cards
32 spirit creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Tribal (Commander)9 cards
This deck is built around creature type synergies.
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.