Commander
6.2±0.5
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
Medium confidence(436 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks6
Land ramp1
Other acceleration1
Tutors1
Draw engines2
Cantrips & burst draw9
Recursion2
Value engines6
Other1
Control Strategy Bonus (21.6 interaction cards)+30ⓘ
Counterspells7
Spot removal14
Graveyard hate1
Board wipes1
Stax & hate8
Protection3
Other1
Fetchlands2
Dual & shock lands5
Premium utility lands4
Utility lands7
Taplands11
Combat Damage Synergy: aristocrats engine+8ⓘ
Win conditions2
Combat threats2
Drain effects2
Token generators3
Reanimation1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Interaction96Mana base86Consistency65
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Clones11 cards
11 clone effects. Copy the best threats on the battlefield.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.