Commander
5.2±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence359 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana rocks3
Mana dorks2
Land ramp3
Commander Synergy+1ⓘ
Draw engines4
Cantrips & burst draw11
Recursion1
Value engines8
Control Strategy+30ⓘ
Counterspells2
Spot removal7
Board wipes1
Stax & hate2
Protection6
Fetchlands3
Dual & shock lands4
Premium utility lands3
Utility lands4
Taplands6
Basic lands4
Other1
Commander Synergy+15ⓘ
Tempo Control+12.6ⓘ
Win conditions6
Combat threats6
Drain effects2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.2+Game Changers 2→ Bracket 3
0.2 above Bracket 2 ceiling (5)
1.8 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 2
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Infect16 cards
16 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.