Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(393 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks9
Land ramp8
Other acceleration1
Commander Synergy (1 groups)+3ⓘ
Draw engines4
Cantrips & burst draw5
Recursion1
Counterspells5
Spot removal6
Graveyard hate1
Protection2
Mana Acceleration (23 sources)+13ⓘ
Two-Color Powerhouse Lands (3)+11ⓘ
Fetchlands4
Dual & shock lands4
Premium utility lands5
Utility lands7
Taplands3
Combat Damage Synergy: token swarm strategy, 5 token doublers, 3 tribal lords, 1 haste enabler, 2 evasion enablers+25ⓘ
Commander Synergy (1 groups)+6ⓘ
Synergy pieces6
Win conditions2
Combat threats3
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Mana base93Speed83Threats81
1.1 above Bracket 2 ceiling (4.5)
0.9 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
Themes9 total
+1/+1 Counters27 cards
27 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal17 cards
17 elf creatures detected. Tribal synergies can create powerful board states.
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.