Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(410 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Land ramp7
Other acceleration5
Treasure generators1
Tutors4
Draw engines10
Cantrips & burst draw2
Recursion4
Spot removal8
Artifact/enchantment removal2
Board wipes1
Stax & hate1
Two-Color Powerhouse Lands (3)+12ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands3
Utility lands9
Taplands3
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+25ⓘ
Synergy pieces1
Win conditions4
Combat threats5
Drain effects1
Token generators2
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Mana base90Speed87Consistency81
1.3 above Bracket 2 ceiling (4.5)
0.7 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Aristocrats13 cards
13 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Sagas12 cards
12 sagas. Multi-chapter enchantments for incremental value.
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.