Commander
5.1±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(348 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks3
Land ramp8
Other acceleration4
Treasure generators1
Draw engines3
Recursion5
Spot removal7
Board wipes3
Stax & hate2
Protection4
Two-Color Powerhouse Lands (5)+18ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands1
Utility lands23
Taplands4
Combat Damage Synergy: token swarm strategy, 3 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions1
Combat threats3
Sacrifice outlets1
Drain effects3
Token generators4
Reanimation5
Extra turns1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Mana base91Threats90Speed87
0.6 above Bracket 2 ceiling (4.5)
1.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Token Strategy18 cards
18 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.