Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(356 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana dorks1
Land ramp7
Other acceleration6
Tutors2
Draw engines10
Cantrips & burst draw2
Recursion2
Value engines2
Spot removal10
Artifact/enchantment removal1
Board wipes1
Protection3
Mana Acceleration (16 sources)+6ⓘ
Two-Color Mana Base (no fixing needed)+3ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands8
Taplands6
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces2
Win conditions6
Combat threats1
Token generators3
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 5.2 → Bracket 3
Speed80Consistency76Mana base75
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 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Enchantress20 cards
20 enchantment synergy cards. Deck rewards you for casting enchantments.
Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
+1/+1 Counters10 cards
10 counter synergies. Grow your creatures over time for massive threats.
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.