Commander
5.5±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(383 pts)
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Efficient Curve (61% CMC 0-2)+8ⓘ
Fast mana4
Mana rocks2
Mana dorks7
Land ramp8
Other acceleration5
Tutors2
Draw engines4
Cantrips & burst draw1
Recursion1
Counterspells1
Spot removal3
Artifact/enchantment removal1
Graveyard hate2
Board wipes1
Stax & hate1
Protection4
Mono-Color Powerhouse Lands (5)+17ⓘ
Mana Acceleration (27 sources)+15ⓘ
Fetchlands3
Utility lands7
Basic lands1
Forest+23
Combat Damage Synergy: token swarm strategy, 4 token doublers, 2 haste enablers, 1 evasion enabler+25ⓘ
Synergy pieces2
Win conditions1
Combat threats1
Token generators3
Other2
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
Speed96Mana base85Threats69
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 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Storm (Commander)1 cards
Commander rewards casting many spells in a single turn.
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.