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HomeExplore decksCommanders
WU

Millicent Spirit first try

viaArchidektArchidekt·32 views·45 days ago

Power level

4.3±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence286 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks1
Other acceleration1
Draw engines6
Cantrips & burst draw4
Recursion3
Value engines5
Counterspells4
Spot removal4
Graveyard hate3
Board wipes2
Stax & hate2
Protection12
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands10
Taplands10
Basic lands2
Combat Damage Synergy: token swarm strategy, 6 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy+2ⓘ
Synergy pieces23
Win conditions3
Combat threats1
Enablers1
Alternate win strategies1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.3 → Bracket 2

1.3 above Bracket 1 ceiling (3)

0.7 below Bracket 3 threshold (5)

Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes5 total

Spirit TribalCore (30 cards)

30 spirit creatures detected. Tribal synergies can create powerful board states.

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Go-Wide / WeeniesCore (16 cards)

16 low-cost creatures. Swarm the board and pump for lethal attacks.

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Flying MattersSupporting (7 cards)

7 flying synergies. Take to the skies with evasive attackers.

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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.

History1 snapshot

Grade

Power4.5→4.3-0.2
BracketB2→B2

Vectors

Velocity
25→17
-8
Consistency
36→52
+16
Interaction
88→55
-33
Efficiency
79→80
+1
Lethality
89→86
-3

Card Changes

Added (12)

Removed (10)