Commander
5.2±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(360 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
No cards contributed significantly to this vector.
Commander Synergy (1 groups)+6ⓘ
Draw engines12
Cantrips & burst draw4
Value engines2
Counterspells11
Spot removal7
Stax & hate7
Fetchlands1
Dual & shock lands6
Premium utility lands3
Utility lands6
Taplands7
Combat Damage Synergy: token swarm strategy, 9 evasion enablers, aristocrats engine+25ⓘ
Combat threats7
Sacrifice outlets1
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.2 → Bracket 3
Interaction95Mana base83Consistency82
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies24 cards
24 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.