Commander
5.1±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(345 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks3
Land ramp1
Other acceleration3
Treasure generators3
Tutors2
Draw engines11
Cantrips & burst draw1
Recursion5
Value engines3
Other1
Spot removal4
Graveyard hate1
Board wipes3
Stax & hate4
Two-Color Powerhouse Lands (1)+3ⓘ
Fetchlands1
Dual & shock lands5
Premium utility lands2
Utility lands6
Taplands4
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Synergy pieces3
Win conditions3
Combat threats6
Drain effects2
Token generators2
Reanimation4
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Interaction85Mana base82Consistency80
0.6 above Bracket 2 ceiling (4.5)
1.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Human Tribal22 cards
22 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Cleric Tribal13 cards
13 cleric 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.