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HomeExplore decksCommanders
WUR

Gwen

viaMoxfieldMoxfield·Updated 22 days ago·11 views·

Power level

2.6±0.4
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence139 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Mana rocks4
Land ramp1
Other acceleration1
Treasure generators1
Other2
Tutors1
Draw engines1
Cantrips & burst draw7
Recursion4
Value engines6
Other1
Counterspells3
Spot removal12
Other1
Fetchlands2
Utility lands7
Taplands5
Basic lands3
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Extra Turn Package+5ⓘ
Tempo Control+3.1ⓘ
Synergy pieces12
Win conditions1
Combat threats5
Token generators6
Reanimation1
Other5

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1

1.6 above Bracket 0 ceiling (1)

0.4 below Bracket 2 threshold (3)

Markers
Learn more →
✓
Extra turns 1
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none

Themes10 total

No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Token Strategy14 cards

14 token producers. Go-wide strategies can overwhelm opponents with numbers.

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Voltron12 cards

12 equipment/auras. Stack these on your commander for one-shot commander damage kills.

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Go-Wide / Weenies12 cards

12 low-cost creatures. Swarm the board and pump for lethal attacks.

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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.