Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(370 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+8ⓘ
Fast mana1
Mana dorks1
Land ramp5
Other acceleration1
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors2
Draw engines3
Cantrips & burst draw4
Recursion2
Value engines2
Counterspells3
Spot removal3
Board wipes2
Stax & hate3
Fetchlands7
Dual & shock lands3
Premium utility lands2
Utility lands3
Taplands7
Combat Damage Synergy: token package, 1 haste enabler, 5 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
1 Combo(s) Detected (Consistency: 62%)+20ⓘ
Commander Synergy (1 groups)+4ⓘ
Combo pieces2
Synergy pieces1
Win conditions3
Combat threats1
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 5.5 → Bracket 3
Mana base89Interaction85Threats78
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Defenders/Walls31 cards
31 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.