Commander
6.5±0.4
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence465 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks7
Mana dorks2
Land ramp4
Other acceleration1
Commander Synergy+1ⓘ
Tutors6
Draw engines1
Cantrips & burst draw2
Scry & Surveil1
Value engines10
Control Strategy+30ⓘ
Counterspells2
Spot removal5
Board wipes1
Stax & hate1
Protection5
Mana Acceleration+3ⓘ
Fetchlands1
Dual & shock lands12
Premium utility lands6
Utility lands1
Taplands1
Basic lands4
Commander Synergy+21ⓘ
Tempo Control+9.6ⓘ
Combat Damage Synergy+2ⓘ
Synergy pieces3
Win conditions6
Combat threats5
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 6.5+Game Changers 1→ Bracket 3
1.5 above Bracket 2 ceiling (5)
0.5 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Infect14 cards
14 infect/poison cards. Win with 10 poison counters instead of 40 damage.
,,,,
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
,,,,
Proliferate8 cards
8 proliferate effects. Multiply all counters on permanents at once.
,,,,
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.