Commander
5.4±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(376 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Land ramp7
Other acceleration4
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+6ⓘ
Tutors2
Draw engines9
Recursion1
Value engines1
Counterspells4
Spot removal2
Graveyard hate1
Board wipes3
Stax & hate6
Protection6
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands14
Taplands9
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+14ⓘ
Commander Synergy (1 groups)+4ⓘ
Win conditions1
Combat threats1
Token generators2
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 5.4 → Bracket 3
Interaction87Consistency84Speed75
0.9 above Bracket 2 ceiling (4.5)
1.1 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
Themes8 total
Defenders/Walls28 cards
28 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Hatebears12 cards
12 hatebear creatures. Small creatures that restrict opponents.
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.