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
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana rocks1
Mana dorks5
Land ramp9
Treasure generators2
Tutors2
Draw engines7
Cantrips & burst draw7
Counterspells1
Spot removal7
Artifact/enchantment removal1
Board wipes2
Stax & hate1
Protection1
Mana Acceleration (18 sources)+8ⓘ
Two-Color Powerhouse Lands (3)+8ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands6
Taplands6
Combat Damage Synergy: token swarm strategy, 1 extra combat, 3 haste enablers, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions4
Combat threats6
Sacrifice outlets1
Drain effects1
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
Consistency82Speed81Mana base77
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Impulse Draw13 cards
13 impulse draw effects. Exile and play cards from the top of your library.
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.