Commander
5.7±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(402 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks6
Land ramp2
Other acceleration2
Treasure generators4
Other1
Draw engines11
Cantrips & burst draw4
Recursion3
Value engines2
Spot removal11
Artifact/enchantment removal1
Board wipes4
Stax & hate2
Protection2
Mana Acceleration (13 sources)+3ⓘ
Fetchlands5
Premium utility lands2
Utility lands3
Taplands1
Other1
Combat Damage Synergy: 3 extra combats, 4 haste enablers, 3 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+5ⓘ
Combo pieces1
Synergy pieces10
Win conditions3
Combat threats4
Drain effects1
Reanimation2
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 5.7 → Bracket 3
Interaction85Threats85Speed81
1.2 above Bracket 2 ceiling (4.5)
0.8 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
Themes6 total
Legends Matter13 cards
13 legendary synergies. Your legends grow stronger together.
Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Aristocrats10 cards
10 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.