Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Attrition and lockout endgame
High confidence(354 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks11
Mana dorks1
Land ramp1
Other acceleration1
Tutors3
Draw engines2
Cantrips & burst draw5
Value engines5
Control Strategy Bonus (17.2 interaction cards)+30ⓘ
Counterspells2
Spot removal15
Graveyard hate1
Board wipes4
Stax & hate5
Protection1
Mana Acceleration (16 sources)+6ⓘ
Fetchlands2
Premium utility lands3
Utility lands3
Taplands7
Tempo Control (lockout lethality)+11.2ⓘ
Win conditions1
Combat threats1
Token generators1
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
Interaction92Mana base72Speed60
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Bounce8 cards
8 bounce effects. Return permanents to hand for tempo advantage.
Blink/Flicker7 cards
7 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Theft4 cards
4 steal effects. Turn opponents' threats against them.
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.