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
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks6
Draw engines5
Cantrips & burst draw2
Recursion1
Value engines4
Counterspells2
Spot removal8
Graveyard hate3
Board wipes3
Stax & hate5
Two-Color Mana Base (no fixing needed)+12ⓘ
Two-Color Powerhouse Lands (1)+3ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands8
Taplands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 5 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces9
Combat threats4
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
Interaction89Threats86Mana base75
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Spirit Tribal27 cards
27 spirit creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.