Commander
5.2±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(358 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks8
Land ramp1
Other acceleration7
Tutors3
Draw engines7
Cantrips & burst draw10
Recursion2
Value engines9
Other2
Counterspells3
Spot removal12
Board wipes3
Stax & hate2
Two-Color Mana Base (no fixing needed)+11ⓘ
Mana Acceleration (17 sources)+7ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands6
Taplands5
Other1
Tempo Control (lockout lethality)+12.1ⓘ
Combat Damage Synergy: token package, 1 evasion enabler+10ⓘ
Synergy pieces6
Win conditions3
Combat threats2
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.2 → Bracket 3
Consistency87Interaction85Speed81
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Artifacts Matter25 cards
25 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Storm14 cards
14 storm synergies. Chain spells for exponential value.
Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.