Commander
5.1±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(346 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks1
Mana dorks2
Land ramp3
Tutors2
Draw engines6
Recursion1
Spot removal7
Graveyard hate1
Board wipes1
Protection3
Two-Color Mana Base (no fixing needed)+11ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands1
Utility lands2
Taplands6
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 haste enabler, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (2 groups)+17ⓘ
Synergy pieces19
Win conditions3
Combat threats4
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Threats97Mana base75Interaction51
0.6 above Bracket 2 ceiling (4.5)
1.4 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
Token Strategy22 cards
22 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal9 cards
9 elf creatures detected. Tribal synergies can create powerful board states.
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.