Commander
5.8±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(402 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks1
Land ramp1
Other acceleration3
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+6ⓘ
Draw engines7
Recursion1
Value engines2
Spot removal4
Graveyard hate1
Board wipes2
Stax & hate4
Protection6
Fetchlands3
Dual & shock lands5
Premium utility lands2
Utility lands6
Taplands1
1 Combo(s) Detected (Consistency: 79%)+22ⓘ
Combat Damage Synergy: token package, 2 evasion enablers+18ⓘ
Commander Synergy (1 groups)+4ⓘ
Combo pieces2
Synergy pieces1
Win conditions2
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
Consistency84Mana base83Threats74
1.3 above Bracket 2 ceiling (4.5)
0.7 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Defenders/Walls37 cards
37 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
Hatebears11 cards
11 hatebear creatures. Small creatures that restrict opponents.