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HomeExplore decksCommanders
URG

5.8/7 Flubs 6.7

viaArchidektArchidekt·1 view·59m ago

Power level

5.6±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence397 pts
Estimated win turn
T6best
T8typical
T10+contested
Vector breakdown
Commander Synergy+1ⓘ
Fast mana2
Mana dorks1
Land ramp12
Other acceleration3
Treasure generators3
Other acceleration2
Commander Draw Engine+10ⓘ
Commander Synergy+1ⓘ
Draw engines3
Cantrips & burst draw2
Recursion5
Value engines6
Other1
Counterspells3
Spot removal3
Board wipes1
Protection3
Mana Acceleration+9ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands1
Utility lands9
Taplands2
Basic lands3
Combat Damage Synergy+25ⓘ
Synergy pieces11
Win conditions1
Combat threats6
Sacrifice outlets1
Token generators3
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3

0.6 above Bracket 2 ceiling (5)

1.4 below Bracket 4 threshold (7)

This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes3 total

Lands MatterCore (17 cards)

This deck synergizes with lands entering, leaving, or being sacrificed.

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LandfallCore (16 cards)

16 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.

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Token StrategyCore (9 cards)

9 token producers. Go-wide with a creature token army for board presence and combat pressure.

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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.