Commander
5.8±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(407 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana1
Mana rocks4
Land ramp4
Other acceleration6
Treasure generators3
Tutors7
Draw engines9
Recursion1
Spot removal6
Graveyard hate1
Mana Acceleration (16 sources)+6ⓘ
Two-Color Powerhouse Lands (2)+5ⓘ
Dual & shock lands5
Premium utility lands3
Utility lands7
Taplands5
Combat Damage Synergy: token swarm strategy, 2 extra combats, 1 haste enabler, 2 evasion enablers, aristocrats engine, 8 damage multipliers+25ⓘ
Synergy pieces3
Win conditions2
Combat threats15
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Threats96Consistency85Mana base83
1.3 above Bracket 2 ceiling (4.5)
0.7 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
Themes10 total
Voltron39 cards
39 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Token Strategy28 cards
28 token producers. Go-wide strategies can overwhelm opponents with numbers.
Legends Matter25 cards
25 legendary synergies. Your legends grow stronger together.
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.