Commander
6.0±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(423 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks3
Land ramp11
Other acceleration1
Treasure generators1
Commander Synergy (2 groups)+11ⓘ
Tutors1
Draw engines5
Cantrips & burst draw8
Recursion9
Value engines3
Counterspells1
Spot removal9
Graveyard hate1
Board wipes4
Stax & hate1
Mana Acceleration (19 sources)+9ⓘ
Fetchlands9
Dual & shock lands5
Premium utility lands2
Utility lands5
Taplands7
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions2
Token generators4
Reanimation3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.0 → Bracket 3
Mana base94Consistency84Interaction82
1.5 above Bracket 2 ceiling (4.5)
0.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Sagas25 cards
25 sagas. Multi-chapter enchantments for incremental value.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy10 cards
10 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.