Commander
5.2±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(356 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Land ramp1
Other acceleration3
Draw engines7
Cantrips & burst draw5
Recursion1
Counterspells7
Spot removal11
Graveyard hate1
Board wipes2
Stax & hate4
Protection2
Two-Color Mana Base (no fixing needed)+7ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands4
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces4
Win conditions1
Combat threats11
Token generators3
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.2 → Bracket 3
Interaction91Mana base75Threats72
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Spirit Tribal25 cards
25 spirit creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Tribal (Commander)3 cards
This deck is built around creature type synergies.
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.