Commander
5.0±0.6
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
Medium confidence(340 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks4
Other acceleration1
Treasure generators1
Draw engines7
Cantrips & burst draw13
Value engines2
Counterspells4
Spot removal5
Protection3
Other2
Fetchlands1
Dual & shock lands6
Premium utility lands2
Utility lands10
Taplands3
Other1
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 3 evasion enablers, 4 damage multipliers+25ⓘ
Synergy pieces7
Win conditions2
Combat threats4
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
Consistency87Threats84Mana base82
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Human Tribal12 cards
12 human creatures detected. Tribal synergies can create powerful board states.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Cantrips9 cards
9 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.