Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(429 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks1
Mana dorks2
Land ramp5
Other acceleration1
Treasure generators1
Commander Draw Engine (Cloud, Ex-SOLDIER provides card draw)+10ⓘ
Tutors1
Draw engines7
Cantrips & burst draw5
Value engines6
Spot removal5
Graveyard hate1
Board wipes1
Mana Acceleration (12 sources)+2ⓘ
Fetchlands4
Dual & shock lands9
Premium utility lands3
Utility lands8
Taplands3
Combat Damage Synergy: 5 extra combats, 1 haste enabler, 1 evasion enabler, 6 damage multipliers+25ⓘ
Synergy pieces4
Win conditions5
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.1 → Bracket 3
Mana base91Interaction84Consistency82
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Voltron28 cards
28 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Blink/Flicker7 cards
7 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.