Commander
5.6±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(389 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Efficient Curve (58% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks5
Other acceleration1
Tutors1
Draw engines6
Cantrips & burst draw1
Value engines1
Spot removal6
Artifact/enchantment removal1
Board wipes4
Two-Color Powerhouse Lands (3)+7ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands2
Utility lands7
Taplands4
Combat Damage Synergy: token swarm strategy, 1 token doubler, 3 haste enablers, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces7
Win conditions1
Combat threats4
Sacrifice outlets1
Drain effects3
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
Threats92Interaction87Mana base80
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Token Strategy23 cards
23 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.