Commander
5.7±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(398 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana rocks1
Mana dorks2
Land ramp8
Other acceleration5
Tutors3
Draw engines9
Cantrips & burst draw3
Recursion2
Spot removal6
Graveyard hate1
Stax & hate2
Two-Color Powerhouse Lands (4)+14ⓘ
Mana Acceleration (19 sources)+9ⓘ
Fetchlands4
Dual & shock lands2
Premium utility lands1
Utility lands10
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+24ⓘ
Synergy pieces1
Win conditions3
Combat threats1
Token generators3
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 5.7 → Bracket 3
Mana base88Consistency87Speed86
1.2 above Bracket 2 ceiling (4.5)
0.8 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Enchantress16 cards
16 enchantment synergy cards. Deck rewards you for casting enchantments.
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies12 cards
12 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.