Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(362 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Tight Curve (76% CMC 0-2)+15ⓘ
Fast mana2
Mana dorks4
Land ramp2
Other acceleration2
Extra turns redundancy (5 effects)+10ⓘ
Commander Draw Engine (Edric, Spymaster of Trest provides card draw)+10ⓘ
Tutors1
Draw engines6
Cantrips & burst draw2
Recursion2
Value engines1
Counterspells10
Spot removal6
Artifact/enchantment removal1
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+26ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands4
Taplands2
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25ⓘ
5 extra turn effects (tempo win condition)+20ⓘ
Tempo Control (lockout lethality)+10.2ⓘ
Win conditions1
Combat threats2
Sacrifice outlets1
Token generators5
Extra turns3
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 5.2 (Bracket 3)+Extra Turns→ Bracket 4
Threats87Interaction86Mana base75
✓
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Go-Wide / Weenies32 cards
32 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Counter Control10 cards
10 counterspells. Control the stack and protect your win conditions.
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.