Commander
5.1±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(349 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks4
Land ramp1
Draw engines2
Cantrips & burst draw4
Recursion2
Value engines2
Control Strategy Bonus (18.6 interaction cards)+30ⓘ
Counterspells6
Spot removal11
Graveyard hate3
Board wipes1
Stax & hate2
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands2
Utility lands7
Taplands5
Synergy pieces2
Combat threats3
Sacrifice outlets1
Token generators6
Reanimation4
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 5.1 → Bracket 3
Interaction89Mana base81Threats77
0.6 above Bracket 2 ceiling (4.5)
1.4 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
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Rogue Tribal9 cards
9 rogue creatures detected. Tribal synergies can create powerful board states.
Aristocrats9 cards
9 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.