Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(405 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks3
Other acceleration2
Treasure generators1
Commander Synergy (1 groups)+3ⓘ
Tutors2
Draw engines3
Cantrips & burst draw4
Recursion1
Counterspells6
Spot removal6
Board wipes2
Stax & hate4
Protection3
Dual & shock lands13
Premium utility lands2
Utility lands8
Taplands6
Combat Damage Synergy: 1 extra combat, 1 damage multiplier+10ⓘ
Commander Synergy (1 groups)+5ⓘ
Synergy pieces2
Win conditions2
Combat threats4
Drain effects6
Token generators1
Reanimation1
Clone effects1
Extra turns1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Interaction89Mana base88Consistency82
1.2 above Bracket 2 ceiling (4.5)
0.8 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Token Strategy8 cards
8 token producers. Go-wide strategies can overwhelm opponents with numbers.
Lifegain8 cards
8 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.