Commander
5.0±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(343 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks1
Mana dorks3
Land ramp7
Other acceleration4
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+6ⓘ
Tutors2
Draw engines11
Recursion1
Value engines3
Other1
Control Strategy Bonus (10 interaction cards)+10ⓘ
Counterspells5
Spot removal4
Board wipes2
Stax & hate3
Mana Acceleration (16 sources)+6ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands14
Taplands9
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+15ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces3
Win conditions1
Combat threats7
Token generators1
Reanimation1
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Consistency85Interaction82Speed80
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Defenders/Walls30 cards
30 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Hatebears12 cards
12 hatebear creatures. Small creatures that restrict opponents.
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.