Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(341 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana4
Mana rocks2
Land ramp17
Other acceleration1
Tutors1
Draw engines4
Cantrips & burst draw1
Recursion6
Spot removal1
Protection11
Other1
Mana Acceleration (24 sources)+14ⓘ
Mono-Color Powerhouse Lands (1)+4ⓘ
Fetchlands14
Utility lands8
Taplands2
Basic lands1
Forest+16
Combat Damage Synergy: 1 token doubler, 1 haste enabler+6ⓘ
Synergy pieces1
Combat threats3
Token generators1
Reanimation1
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 5.0 → Bracket 3
Mana base95Speed92Consistency80
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Voltron19 cards
19 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Landfall10 cards
10 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
+1/+1 Counters8 cards
8 counter synergies. Grow your creatures over time for massive threats.
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.