Commander
5.6±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence390 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Heavy Curve (32% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks8
Other acceleration2
Other1
Commander Draw Engine (Éowyn, Shieldmaiden provides card draw)+15ⓘ
Tutors1
Draw engines8
Cantrips & burst draw1
Value engines3
Spot removal4
Board wipes3
Stax & hate1
Protection9
Mana Acceleration (11 sources)+1ⓘ
Fetchlands3
+8
+8
+8
Dual & shock lands12
+9
+9
+9
+6
+6
+6
+5
+5
+5
+4
+4
+4
Premium utility lands5
+6
+6
+5
+4
+4
Utility lands11
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands3
+2
+2
+2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 4 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces21
Win conditions1
Combat threats12
Damage multipliers1
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 5.6 → Bracket 3
Mana base95Threats95Interaction68
0.6 above Bracket 2 ceiling (5)
1.4 below Bracket 4 threshold (7)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Tokens (Commander)18 cards
This deck generates and leverages a wide board of creature tokens.
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Human Tribal26 cards
26 human creatures detected. Tribal synergies can create powerful board states.
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Knight Tribal25 cards
25 knight creatures detected. Tribal synergies can create powerful board states.
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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.