Commander
5.8±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(412 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks1
Land ramp12
Other acceleration3
Treasure generators2
Commander Draw Engine (Flubs, the Fool provides card draw)+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Draw engines4
Cantrips & burst draw5
Recursion6
Value engines5
Spot removal9
Artifact/enchantment removal1
Graveyard hate1
Board wipes3
Stax & hate1
Mana Acceleration (18 sources)+8ⓘ
Fetchlands8
+8
+8
+8
+8
+7
+5
+5
+5
Dual & shock lands1
+4
Premium utility lands2
+5
+5
Utility lands4
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands3
+6
+9
+7
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces5
Win conditions2
Combat threats2
Drain effects1
Token generators1
Other3
+2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Mana base90Speed88Threats76
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
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
Themes5 total
Landfall14 cards
14 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Legends Matter11 cards
11 legendary synergies. Your legends grow stronger together.
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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.