Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(402 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+9ⓘ
Fast mana1
Mana rocks4
Mana dorks5
Land ramp2
Other acceleration2
Draw engines7
Cantrips & burst draw1
Recursion2
Spot removal8
Graveyard hate1
Board wipes1
Stax & hate3
Protection5
Mana Acceleration (14 sources)+4ⓘ
Fetchlands5
Dual & shock lands12
Premium utility lands6
Utility lands8
Taplands1
Commander Synergy (2 groups)+14ⓘ
Combat Damage Synergy: token package, 1 haste enabler+5ⓘ
Synergy pieces3
Combat threats1
Drain effects2
Extra turns1
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
Mana base96Speed80Consistency71
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 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Enchantress16 cards
16 enchantment synergy cards. Deck rewards you for casting enchantments.
Legends Matter13 cards
13 legendary synergies. Your legends grow stronger together.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.