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(362 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana7
Mana rocks2
Land ramp3
Other acceleration2
Treasure generators1
Commander Synergy (2 groups)+13ⓘ
Tutors1
Draw engines7
Cantrips & burst draw4
Scry & Surveil2
Recursion4
Value engines1
Spot removal10
Graveyard hate2
Board wipes2
Stax & hate1
Edict effects2
Protection1
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+4ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands7
Taplands8
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy (1 groups)+5ⓘ
Synergy pieces13
Win conditions1
Combat threats1
Sacrifice outlets3
Token generators3
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
Threats85Mana base75Interaction74
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 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats22 cards
22 sacrifice/death synergies. Drains opponents while generating value from deaths.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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.