Commander
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
Mana dorks1
Land ramp2
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Low Land Count (4/35)+-78ⓘ
Tutors1
Draw engines5
Board wipes2
Stax & hate2
Protection4
Low Land Count (4/35)+-78ⓘ
Premium utility lands1
Utility lands1
Taplands2
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces1
Win conditions1
Combat threats5
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
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.