Commander
5.2±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(354 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Mana rocks6
Other acceleration4
Commander Synergy (1 groups)+3ⓘ
Draw engines7
Cantrips & burst draw3
Counterspells5
Spot removal5
Graveyard hate2
Board wipes1
Stax & hate3
Protection5
Fetchlands2
Premium utility lands1
Utility lands1
Taplands8
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 9 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (2 groups)+11ⓘ
Synergy pieces9
Win conditions1
Combat threats9
Drain effects2
Reanimation2
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
Threats93Interaction85Mana base51
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
Artifacts Matter9 cards
9 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.