Commander
5.0±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(342 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks5
Mana dorks1
Land ramp1
Other acceleration2
Draw engines3
Cantrips & burst draw6
Value engines1
Counterspells6
Spot removal9
Board wipes1
Stax & hate9
Two-Color Powerhouse Lands (1)+2ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands7
Taplands6
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine+19ⓘ
Tempo Control (lockout lethality)+11.2ⓘ
Combat threats2
Token generators1
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 5.0 → Bracket 3
Interaction94Mana base79Speed54
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Aristocrats7 cards
7 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.