Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence408 pts
Estimated win turn
T5best
T7typical
T10+contested
Vector breakdown
Efficient Curve+8ⓘ
Commander Synergy+5ⓘ
Fast mana3
Mana rocks11
Mana dorks2
Land ramp4
Draw engines3
Cantrips & burst draw5
Scry & Surveil3
Recursion3
Value engines5
Synergy support2
Counterspells3
Artifact/enchantment removal3
Spot removal8
+5
+4
Board wipes2
Stax & hate2
Edict effects1
Protection4
Mana Acceleration+8ⓘ
Dual & shock lands7
+6
+6
+6
+6
+6
+6
+4
Premium utility lands4
+5
+5
+5
+4
Utility lands4
+3
+2
+2
+2
Taplands1
+2
Basic lands4
+5
+5
+4
+6
Tempo Control+18ⓘ
Synergy pieces2
Win conditions1
Combat threats7
Sacrifice outlets1
Drain effects1
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8+Game Changers 3→ Bracket 3
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Infect17 cards
17 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Proliferate11 cards
11 proliferate effects. Multiply all counters on permanents at once.
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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.
History1 snapshot
Grade
Power5.7→5.8+0.1
BracketB3→B3
Vectors
Velocity
91→91
—
Consistency
53→53
—
Interaction
88→88
—
Efficiency
86→86
—
Lethality
50→51
+1
Card Changes
Added (1)