Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(414 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (28% CMC 5+)+-10ⓘ
Fast mana4
Mana rocks14
Other acceleration2
Treasure generators1
Tutors1
Draw engines8
Cantrips & burst draw7
Wheels3
Counterspells2
Spot removal1
Board wipes2
Stax & hate2
Mana Acceleration (21 sources)+11ⓘ
Two-Color Powerhouse Lands (2)+6ⓘ
Fetchlands5
Dual & shock lands4
Premium utility lands2
Utility lands5
Taplands9
Other1
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces4
Win conditions6
Combat threats1
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 5.8 → Bracket 3
Consistency94Mana base92Threats78
1.3 above Bracket 2 ceiling (4.5)
0.7 below Bracket 4 threshold (6.5)
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
Themes4 total
Aristocrats (Commander)3 cards
This deck generates value from sacrificing and recurring creatures.
Storm12 cards
12 storm synergies. Chain spells for exponential value.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.