Commander
5.8±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence414 pts
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana3
+9
+7
Mana rocks3
Mana dorks6
Land ramp6
Other acceleration2
Tutors1
Draw engines7
Cantrips & burst draw3
Scry & Surveil1
Value engines11
Counterspells5
Artifact/enchantment removal2
Spot removal6
Protection8
Mana Acceleration+8ⓘ
Dual & shock lands2
+6
+5
Premium utility lands6
+6
+5
+5
+4
+4
Utility lands3
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands2
+16
+4
Combat Damage Synergy+25ⓘ
Synergy pieces1
Win conditions1
Combat threats7
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8+Game Changers 3→ Bracket 3
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes1 total
No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
+1/+1 Counters16 cards
16 counter synergies. Grow creatures over time for massive threats.
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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.