1.0±0.3
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
High confidence(-16 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Commander Draw Engine (Felothar the Steadfast provides card draw)+15
Low Land Count (4/35)+-78
Low Land Count (4/35)+-78
Premium utility lands1
Utility lands1
Combat Damage Synergy: 1 haste enabler+2
Synergy pieces1
Win conditions1
Sacrifice outlets1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 1.0 (Bracket 1)+Game Changers Bracket 3
Interaction41Threats19Speed5
Game changers 1
Mass land denial — none
2-card combo — none
Extra turns — none

Themes8 total

Defenders/Walls19 cards

19 defenders/walls. Build an impenetrable wall, then convert to damage.

Go-Wide / Weenies14 cards

14 low-cost creatures. Swarm the board and pump for lethal attacks.

Legends Matter9 cards

9 legendary synergies. Your legends grow stronger together.

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.