Commander
5.8±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(408 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks4
Land ramp7
Commander Draw Engine (Baylen, the Haymaker provides card draw)+10ⓘ
Tutors3
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines2
Spot removal7
Graveyard hate1
Board wipes4
Protection3
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands3
Taplands2
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces6
Combat threats2
Drain effects1
Token generators14
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 5.8 → Bracket 3
Threats93Interaction74Speed73
1.3 above Bracket 2 ceiling (4.5)
0.7 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
Themes3 total
Token Strategy23 cards
23 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker6 cards
6 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Clones6 cards
6 clone effects. Copy the best threats on the battlefield.
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.