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(396 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (60% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks5
Other acceleration1
Treasure generators3
Tutors1
Draw engines13
Cantrips & burst draw7
Value engines2
Counterspells2
Spot removal6
Stax & hate2
Protection1
Fetchlands3
Dual & shock lands8
Premium utility lands3
Utility lands11
Taplands2
Combat Damage Synergy: token package, 1 damage multiplier+8ⓘ
1 extra turn effect+5ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces4
Win conditions2
Combat threats5
Clone effects1
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 5.6 → Bracket 3
Mana base92Consistency87Threats63
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
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Rogue Tribal19 cards
19 rogue creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.