Commander
5.8±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(407 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+1ⓘ
Fast mana2
Mana rocks2
Mana dorks1
Land ramp17
Other acceleration4
Treasure generators2
Commander Draw Engine (Flubs, the Fool provides card draw)+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Draw engines4
Cantrips & burst draw9
Recursion4
Value engines6
Spot removal3
Graveyard hate1
Board wipes1
Protection1
Mana Acceleration (26 sources)+15ⓘ
Fetchlands3
+8
+5
+5
Dual & shock lands5
+4
+4
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands2
+2
Taplands5
+3
+2
+2
+2
+2
Basic lands3
+6
+7
+9
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces8
Combat threats1
Token generators1
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Speed94Mana base87Consistency86
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
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
Themes3 total
Landfall10 cards
10 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
,,,,
Graveyard/Reanimator9 cards
9 graveyard synergies. Use your graveyard as a second hand.
,,,,
Bounce5 cards
5 bounce effects. Return permanents to hand for tempo advantage.
,,,,
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.