Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(380 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana rocks2
Mana dorks1
Land ramp4
Treasure generators1
Commander Synergy (2 groups)+17ⓘ
Tutors5
Draw engines7
Cantrips & burst draw3
Scry & Surveil2
Recursion4
Value engines1
Spot removal10
Artifact/enchantment removal1
Board wipes3
Stax & hate1
Edict effects1
Protection2
Two-Color Powerhouse Lands (3)+13ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands1
Premium utility lands2
Utility lands5
Taplands5
Commander Synergy (1 groups)+10ⓘ
Combat Damage Synergy: aristocrats engine+8ⓘ
Synergy pieces11
Win conditions1
Sacrifice outlets3
Drain effects1
Token generators3
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 5.5 → Bracket 3
Consistency89Threats83Mana base80
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats30 cards
30 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.