Commander
5.8±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(412 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana2
Mana dorks4
Land ramp3
Other acceleration2
Commander Draw Engine (Ellivere of the Wild Court provides card draw)+10ⓘ
Draw engines9
Value engines2
Spot removal7
Artifact/enchantment removal1
Graveyard hate2
Board wipes2
Stax & hate17
Protection4
Two-Color Mana Base (no fixing needed)+21ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands2
Combat Damage Synergy: token package, 1 haste enabler, 4 evasion enablers+17ⓘ
Synergy pieces2
Drain effects1
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Interaction97Mana base75Speed71
1.3 above Bracket 2 ceiling (4.5)
0.7 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Enchantress11 cards
11 enchantment synergy cards. Deck rewards you for casting enchantments.
Voltron (Commander)1 cards
Commander is designed to be equipped/enchanted for commander damage.
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.