Commander
6.0±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(424 pts)
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Fast mana3
Mana dorks9
Land ramp5
Other acceleration1
Treasure generators1
Tutors8
Draw engines7
Cantrips & burst draw2
Recursion3
Value engines3
Spot removal4
Protection3
Mono-Color Powerhouse Lands (4)+14ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands6
Utility lands6
Basic lands1
Forest+29
Combat Damage Synergy: token swarm strategy, 6 tribal lords, 5 haste enablers, 5 evasion enablers+25ⓘ
Synergy pieces6
Win conditions5
Combat threats5
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.0 → Bracket 3
Speed89Consistency89Mana base89
1.5 above Bracket 2 ceiling (4.5)
0.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Elf Tribal26 cards
26 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal11 cards
11 druid 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.