Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(388 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks3
Other acceleration6
Treasure generators1
Tutors6
Draw engines8
Cantrips & burst draw4
Recursion2
Value engines3
Spot removal7
Board wipes2
Mono-Color Mana Base (no fixing needed)+22ⓘ
Mono-Color Powerhouse Lands (2)+7ⓘ
Mana Acceleration (12 sources)+2ⓘ
Utility lands3
Taplands1
Basic lands1
Plains+31
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 evasion enabler, 2 damage multipliers+25ⓘ
Synergy pieces8
Win conditions3
Combat threats4
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 5.5 → Bracket 3
Consistency88Interaction83Threats83
1.0 above Bracket 2 ceiling (4.5)
1.0 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
Themes5 total
Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Legends Matter10 cards
10 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.