Commander
5.7±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(406 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks7
Land ramp1
Treasure generators3
Tutors4
Draw engines6
Cantrips & burst draw7
Recursion2
Value engines3
Counterspells4
Spot removal6
Stax & hate6
Protection4
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands6
Premium utility lands2
Utility lands8
Taplands2
Combat Damage Synergy: 1 haste enabler, aristocrats engine, 3 damage multipliers+22ⓘ
Combo pieces1
Synergy pieces3
Combat threats5
Drain effects3
Reanimation1
Group slug1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Consistency88Interaction84Threats83
1.2 above Bracket 2 ceiling (4.5)
0.8 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
Themes7 total
Forced Combat / Goad12 cards
12 forced combat effects. Make opponents attack each other.
Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.