Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(438 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana3
Tutors6
Draw engines5
Cantrips & burst draw2
Recursion3
Value engines2
Spot removal14
Graveyard hate2
Land destruction2
Stax & hate16
Protection4
Mono-Color Powerhouse Lands (7)+24ⓘ
Fetchlands1
Premium utility lands1
Utility lands6
Taplands5
Basic lands1
Plains+18
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Combat threats7
Token generators3
Reanimation1
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 6.2 → Bracket 3
Interaction98Consistency84Mana base79
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Themes10 total
Human Tribal30 cards
30 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Cleric Tribal15 cards
15 cleric 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.