Commander
6.3±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(449 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks4
Mana dorks1
Other acceleration2
Treasure generators3
Commander Draw Engine (Kefka, Court Mage provides card draw)+10ⓘ
Draw engines8
Cantrips & burst draw6
Wheels2
Recursion1
Value engines3
Counterspells5
Spot removal7
Artifact/enchantment removal1
Graveyard hate2
Board wipes5
Stax & hate6
Protection1
Fetchlands3
Dual & shock lands6
Premium utility lands3
Utility lands12
Taplands11
Combat Damage Synergy: aristocrats engine, 1 damage multiplier+12ⓘ
Synergy pieces6
Sacrifice outlets1
Drain effects6
Token generators3
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.3 → Bracket 3
Interaction94Mana base91Consistency85
1.8 above Bracket 2 ceiling (4.5)
0.2 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Discard14 cards
14 discard synergies. Empty opponents' hands while gaining value.
Wizard Tribal12 cards
12 wizard creatures detected. Tribal synergies can create powerful board states.
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.