Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(362 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana dorks3
Land ramp2
Draw engines8
Cantrips & burst draw2
Counterspells10
Spot removal5
Board wipes1
Stax & hate1
Protection3
Other1
Fetchlands1
Dual & shock lands2
Premium utility lands3
Utility lands19
Taplands8
Combat Damage Synergy: token swarm strategy, 3 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Combo pieces1
Synergy pieces2
Win conditions2
Combat threats12
Token generators4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.2 → Bracket 3
Threats88Mana base83Interaction81
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies21 cards
21 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana13 cards
13 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.