Commander
5.6±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(389 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks1
Other acceleration4
Treasure generators1
Draw engines10
Cantrips & burst draw1
Recursion1
Value engines3
Spot removal4
Artifact/enchantment removal1
Board wipes3
Stax & hate1
Mono-Color Powerhouse Lands (3)+11ⓘ
Mono-Color Mana Base (no fixing needed)+10ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands1
Utility lands5
Taplands2
Basic lands1
Plains+30
Combat Damage Synergy: token swarm strategy, 2 token doublers, 3 tribal lords, 1 haste enabler, 5 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces14
Win conditions4
Combat threats4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Threats93Interaction83Mana base70
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Token Strategy19 cards
19 token producers. Go-wide strategies can overwhelm opponents with numbers.
Human Tribal18 cards
18 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies16 cards
16 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.