Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(343 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+8ⓘ
Heavy Curve (25% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks1
Land ramp21
Other acceleration2
Treasure generators1
Commander Draw Engine (Aesi, Tyrant of Gyre Strait provides card draw)+10ⓘ
Commander Synergy (1 groups)+3ⓘ
Tutors1
Draw engines5
Cantrips & burst draw4
Recursion2
Value engines3
Counterspells2
Spot removal8
Graveyard hate1
Stax & hate1
Protection1
Mana Acceleration (26 sources)+15ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands1
Utility lands9
Taplands9
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions3
Token generators1
Other1
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
Speed86Mana base86Threats71
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
Themes8 total
Blink/Flicker16 cards
16 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
Landfall12 cards
12 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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.