Commander
6.8±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(495 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana4
Mana rocks3
Mana dorks4
Land ramp1
Other acceleration3
Treasure generators2
Tutors3
Draw engines6
Cantrips & burst draw2
Value engines3
Spot removal9
Graveyard hate1
Board wipes1
Stax & hate3
Two-Color Powerhouse Lands (5)+17ⓘ
Mana Acceleration (15 sources)+5ⓘ
Fetchlands5
Dual & shock lands5
Premium utility lands3
Utility lands7
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 extra combat, 2 haste enablers, 3 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Combo Commander: Winota, Joiner of Forces+15ⓘ
Commander Synergy (1 groups)+15ⓘ
Synergy pieces9
Win conditions2
Combat threats4
Token generators6
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.8 → Bracket 4
Threats96Mana base93Speed83
0.3 above Bracket 3 ceiling (6.5)
1.7 below Bracket 5 threshold (8.5)
Game Changers are present, but your power level already places this deck in Bracket 4.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Human Tribal27 cards
27 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy16 cards
16 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.