Commander
6.4±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(456 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana dorks1
Land ramp6
Treasure generators2
Commander Synergy (1 groups)+4ⓘ
Tutors4
Draw engines8
Cantrips & burst draw3
Recursion6
Value engines5
Counterspells2
Spot removal7
Graveyard hate2
Land destruction1
Board wipes4
Stax & hate4
Protection3
Fetchlands7
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands6
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces8
Win conditions1
Combat threats1
Sacrifice outlets3
Token generators1
Reanimation2
Clone effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.4 → Bracket 3
Consistency89Interaction89Mana base88
1.9 above Bracket 2 ceiling (4.5)
0.1 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
Aristocrats23 cards
23 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Mill12 cards
12 mill effects. Empty opponent libraries or fuel your graveyard.
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.