Commander
5.6±0.4
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(389 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (65% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks6
Mana dorks1
Other acceleration1
Treasure generators1
Tutors4
Draw engines12
Cantrips & burst draw4
Value engines6
Counterspells5
Spot removal4
Graveyard hate3
Board wipes1
Stax & hate4
Two-Color Mana Base (no fixing needed)+12ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands1
Utility lands7
Taplands4
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+16ⓘ
Synergy pieces6
Win conditions1
Combat threats11
Drain effects1
Token generators2
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 5.6 → Bracket 3
Interaction88Consistency85Threats76
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Unblockable / Evasion15 cards
15 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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.