Commander
6.7±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(483 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks4
Land ramp3
Other acceleration1
Treasure generators1
Commander Draw Engine (The Council of Four provides card draw)+10ⓘ
Draw engines8
Cantrips & burst draw3
Wheels1
Recursion3
Value engines2
Counterspells5
Spot removal15
Graveyard hate1
Board wipes2
Stax & hate4
Protection3
Two-Color Powerhouse Lands (4)+9ⓘ
Fetchlands2
Dual & shock lands5
Premium utility lands1
Utility lands19
Taplands12
Combat Damage Synergy: token swarm strategy, 2 token doublers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces5
Win conditions2
Combat threats2
Reanimation1
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.7 → Bracket 4
Interaction96Mana base91Consistency89
0.2 above Bracket 3 ceiling (6.5)
1.8 below Bracket 5 threshold (8.5)
Game Changers are present, but your power level already places this deck in Bracket 4.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Token Strategy16 cards
16 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.