Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(385 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+8ⓘ
Fast mana2
Mana dorks1
Land ramp22
Other acceleration2
Treasure generators1
Commander Draw Engine (Aesi, Tyrant of Gyre Strait provides card draw)+10ⓘ
Tutors2
Draw engines3
Cantrips & burst draw2
Recursion5
Value engines5
Spot removal5
Stax & hate1
Protection1
Mana Acceleration (27 sources)+15ⓘ
Two-Color Mana Base (no fixing needed)+12ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Utility lands2
Commander Synergy (1 groups)+8ⓘ
Combat Damage Synergy: token package, 1 haste enabler+6ⓘ
1 extra turn effect+5ⓘ
Combo pieces1
Synergy pieces5
Win conditions1
Extra turns1
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
Speed94Threats82Consistency81
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
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Lands Matter (Commander)1 cards
Commander synergizes with lands entering or leaving play.
Stompy / Big Mana7 cards
7 high-impact creatures. Ramp into massive threats that dominate the board.
Token Strategy6 cards
6 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.