Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(393 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana rocks1
Land ramp9
Other acceleration2
Treasure generators5
Tutors2
Draw engines8
Cantrips & burst draw8
Recursion2
Counterspells2
Spot removal3
Board wipes2
Stax & hate1
Protection2
Mana Acceleration (16 sources)+6ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands1
Utility lands6
Taplands7
Combat Damage Synergy: token swarm strategy, 5 haste enablers, 1 evasion enabler+25ⓘ
Synergy pieces3
Win conditions5
Combat threats3
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
Consistency92Speed85Mana base84
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 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Impulse Draw16 cards
16 impulse draw effects. Exile and play cards from the top of your library.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Blink/Flicker9 cards
9 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.