Commander
5.0±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(343 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana4
Mana rocks5
Mana dorks1
Land ramp1
Treasure generators1
Tutors4
Draw engines8
Cantrips & burst draw3
Scry & Surveil1
Recursion6
Value engines2
Spot removal3
Stax & hate1
Protection1
Two-Color Powerhouse Lands (2)+7ⓘ
Two-Color Mana Base (no fixing needed)+2ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands1
Premium utility lands3
Utility lands8
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces9
Win conditions2
Combat threats3
Sacrifice outlets4
Reanimation2
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 5.0 → Bracket 3
Threats90Consistency84Mana base75
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Aristocrats15 cards
15 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Zombie Tribal11 cards
11 zombie 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.