Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence412 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+3ⓘ
Fast mana3
+9
+7
Land ramp1
Other acceleration4
Treasure generators1
Commander Synergy (2 groups)+7ⓘ
Tutors1
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines1
Spot removal4
Graveyard hate1
Board wipes1
Stax & hate6
Protection15
Mono-Color Mana Base (no fixing needed)+20ⓘ
Mono-Color Powerhouse Lands (2)+8ⓘ
Dual & shock lands1
+4
Utility lands3
+2
+2
+2
Basic lands1
+32
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 6 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Commander Synergy (2 groups)+13ⓘ
Synergy pieces9
Win conditions4
Combat threats12
Reanimation1
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
Threats93Interaction89Mana base70
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
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
Themes6 total
Lifegain23 cards
23 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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Angel Tribal19 cards
19 angel creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.