Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(403 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Commander Synergy (1 groups)+8ⓘ
Fast mana5
Mana rocks4
Other acceleration2
Treasure generators2
Tutors2
Draw engines3
Cantrips & burst draw13
Recursion2
Value engines3
Control Strategy Bonus (13.2 interaction cards)+26ⓘ
Counterspells5
Spot removal5
Board wipes2
Protection3
Two-Color Powerhouse Lands (2)+4ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands5
Combat Damage Synergy: 1 extra combat, aristocrats engine, 1 damage multiplier+18ⓘ
Combo pieces2
Synergy pieces5
Win conditions1
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Speed85Consistency84Mana base78
1.2 above Bracket 2 ceiling (4.5)
0.8 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
Themes8 total
Cantrips12 cards
12 cantrips. Cheap spells that replace themselves for velocity.
Storm10 cards
10 storm synergies. Chain spells for exponential value.
Spellslinger (Commander)1 cards
Commander rewards casting instants and sorceries.
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.