Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(427 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks8
Land ramp1
Other acceleration1
Treasure generators1
Commander Draw Engine (Jin Sakai, Ghost of Tsushima provides card draw)+18ⓘ
Tutors1
Draw engines8
Cantrips & burst draw3
Value engines3
Counterspells4
Spot removal8
Board wipes2
Stax & hate4
Protection3
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands8
Premium utility lands3
Utility lands7
Taplands1
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine+20ⓘ
Tempo Control (lockout lethality)+8.6ⓘ
1 extra turn effect+5ⓘ
Synergy pieces5
Win conditions3
Combat threats3
Token generators2
Clone effects2
Extra turns1
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 6.1 → Bracket 3
Interaction87Threats87Consistency84
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes8 total
Aggro23 cards
23 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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.