Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(386 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana3
Mana rocks2
Mana dorks1
Glass Cannon (high ramp, low draw)+-10ⓘ
Tutors3
Draw engines1
Cantrips & burst draw4
Scry & Surveil1
Recursion7
Value engines4
Spot removal7
Board wipes1
Stax & hate1
Two-Color Powerhouse Lands (3)+10ⓘ
Mana Acceleration (13 sources)+3ⓘ
Fetchlands2
Dual & shock lands5
Premium utility lands2
Utility lands10
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces16
Win conditions4
Sacrifice outlets5
Drain effects1
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 →✓
Power level 5.5 → Bracket 3
Threats96Mana base88Speed70
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats18 cards
18 sacrifice/death synergies. Drains opponents while generating value from deaths.
Mill14 cards
14 mill effects. Empty opponent libraries or fuel your graveyard.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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.