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(425 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks3
Land ramp2
Other acceleration3
Tutors5
Draw engines9
Cantrips & burst draw2
Recursion4
Counterspells2
Spot removal6
Board wipes1
Stax & hate1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands3
Dual & shock lands8
Premium utility lands2
Utility lands12
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 extra combat, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces10
Combat threats5
Other1
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 base92Consistency86Threats83
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
Themes10 total
Voltron26 cards
26 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.