Commander
5.0±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(340 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana dorks1
Land ramp11
Other acceleration1
Draw engines5
Cantrips & burst draw7
Recursion8
Value engines3
Spot removal5
Board wipes1
Mana Acceleration (15 sources)+5ⓘ
Fetchlands6
Dual & shock lands4
Premium utility lands2
Utility lands7
Taplands5
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces12
Win conditions3
Combat threats1
Sacrifice outlets3
Token generators1
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 5.0 → Bracket 3
Mana base89Threats88Consistency86
0.5 above Bracket 2 ceiling (4.5)
1.5 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
Aristocrats19 cards
19 sacrifice/death synergies. Drains opponents while generating value from deaths.
Blink/Flicker15 cards
15 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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.