Commander
7.0±0.3
Playing with Power
Every card earns its slot. Efficient ramp, consistent draw, and a polished mana base.
Primary win line:Go-wide combat finish
High confidence(512 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Tight Curve (84% CMC 0-2)+15ⓘ
Mana rocks1
Land ramp1
Treasure generators1
Tutors3
Draw engines16
Cantrips & burst draw4
Recursion6
Value engines4
Other1
Counterspells6
Spot removal13
Graveyard hate1
Board wipes2
Stax & hate2
Two-Color Powerhouse Lands (2)+8ⓘ
Fetchlands2
Dual & shock lands5
Premium utility lands1
Utility lands5
Taplands11
Other1
Combat Damage Synergy: token swarm strategy, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces6
Win conditions1
Combat threats5
Token generators2
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 7.0 → Bracket 4
Interaction97Consistency94Mana base86
0.5 above Bracket 3 ceiling (6.5)
1.5 below Bracket 5 threshold (8.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies32 cards
32 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker14 cards
14 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.