Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(395 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks1
Other acceleration1
Tutors1
Draw engines12
Cantrips & burst draw5
Recursion2
Counterspells8
Spot removal9
Board wipes1
Stax & hate3
Protection4
Fetchlands3
Dual & shock lands4
Premium utility lands1
Utility lands7
Taplands2
Combat Damage Synergy: token swarm strategy, 3 evasion enablers+25ⓘ
Commander Synergy (2 groups)+7ⓘ
Synergy pieces6
Win conditions1
Combat threats6
Drain effects2
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 5.6 → Bracket 3
Consistency90Interaction85Threats84
1.1 above Bracket 2 ceiling (4.5)
0.9 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
Themes9 total
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Faerie Tribal11 cards
11 faerie 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.