Commander
5.4±0.5
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Attrition and lockout endgame
Medium confidence(373 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks4
Land ramp2
Other acceleration3
Tutors4
Draw engines4
Cantrips & burst draw8
Recursion1
Value engines5
Counterspells9
Spot removal10
Stax & hate4
Protection1
Other1
Mono-Color Mana Base (no fixing needed)+21ⓘ
Mana Acceleration (11 sources)+1ⓘ
Utility lands4
Basic lands1
Island+35
Other1
Tempo Control (lockout lethality)+12.6ⓘ
1 extra turn effect+5ⓘ
Synergy pieces1
Extra turns1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Interaction92Consistency84Mana base70
0.9 above Bracket 2 ceiling (4.5)
1.1 below Bracket 4 threshold (6.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Counter Control9 cards
9 counterspells. Control the stack and protect your win conditions.
Mill9 cards
9 mill effects. Empty opponent libraries or fuel your graveyard.
Bounce7 cards
7 bounce effects. Return permanents to hand for tempo advantage.
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.