Commander
5.2±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(359 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (32% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks3
Mana dorks7
Land ramp9
Other acceleration3
Tutors3
Draw engines6
Cantrips & burst draw3
Wheels1
Recursion1
Value engines4
Counterspells3
Spot removal6
Artifact/enchantment removal1
Land destruction1
Stax & hate1
Mana Acceleration (24 sources)+14ⓘ
Two-Color Powerhouse Lands (3)+10ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands8
Taplands6
Combat Damage Synergy: token swarm strategy, 1 token doubler, 2 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces6
Win conditions3
Combat threats4
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 5.2 → Bracket 3
Mana base85Interaction82Threats81
0.7 above Bracket 2 ceiling (4.5)
1.3 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
Themes6 total
Stompy / Big Mana19 cards
19 high-impact creatures. Ramp into massive threats that dominate the board.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Druid Tribal8 cards
8 druid creatures detected. Tribal synergies can create powerful board states.
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.