Commander
5.2±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(359 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Heavy Curve (35% CMC 5+)+-10ⓘ
Fast mana3
Mana rocks5
Land ramp1
Other acceleration3
Treasure generators3
Other1
Commander Synergy (1 groups)+2ⓘ
Draw engines4
Cantrips & burst draw8
Recursion2
Counterspells1
Spot removal11
Board wipes3
Protection1
Mana Acceleration (13 sources)+3ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands3
Utility lands7
Combat Damage Synergy: token swarm strategy, 2 extra combats, 3 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces11
Win conditions3
Combat threats1
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
Threats83Mana base79Interaction77
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
Themes3 total
Clones9 cards
9 clone effects. Copy the best threats on the battlefield.
Tokens (Commander)17 cards
This deck generates and leverages a wide board of creature tokens.
Storm8 cards
8 storm synergies. Chain spells for exponential value.
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.