Commander
5.9±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(416 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana2
Mana dorks1
Land ramp10
Other acceleration3
Commander Synergy (1 groups)+1ⓘ
Tutors8
Draw engines6
Cantrips & burst draw5
Value engines5
Spot removal9
Graveyard hate1
Board wipes2
Protection2
Mana Acceleration (16 sources)+6ⓘ
Fetchlands3
+8
+8
Dual & shock lands6
+6
+6
+6
+5
+5
+4
Premium utility lands4
+5
+5
+4
Utility lands17
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands6
+2
+2
+2
+2
+2
+2
Basic lands3
+3
+2
+3
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 haste enabler, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces12
Combat threats2
Sacrifice outlets4
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 5.9 → Bracket 3
Mana base92Threats87Consistency85
0.9 above Bracket 2 ceiling (5)
1.1 below Bracket 4 threshold (7)
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
Themes3 total
Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aristocrats9 cards
9 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Tokens (Commander)13 cards
This deck generates and leverages a wide board of creature tokens.
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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.