Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(428 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+3ⓘ
Fast mana4
Mana rocks1
Mana dorks2
Land ramp4
Other acceleration3
Treasure generators2
Tutors3
Draw engines6
Cantrips & burst draw4
Recursion2
Counterspells2
Spot removal10
Artifact/enchantment removal1
Stax & hate5
Mana Acceleration (14 sources)+4ⓘ
Fetchlands4
Premium utility lands10
Utility lands4
Taplands1
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+23ⓘ
Combo pieces1
Synergy pieces3
Win conditions2
Combat threats3
Sacrifice outlets1
Reanimation1
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 6.1 → Bracket 3
Interaction90Mana base87Consistency84
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Lifegain10 cards
10 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.