Commander
5.7±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(398 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks5
Land ramp2
Other acceleration2
Treasure generators1
Commander Draw Engine (Chulane, Teller of Tales provides card draw)+18ⓘ
Commander Synergy (1 groups)+3ⓘ
Tutors1
Draw engines4
Cantrips & burst draw2
Recursion2
Spot removal10
Artifact/enchantment removal1
Board wipes2
Stax & hate8
Protection5
Mana Acceleration (13 sources)+3ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands3
Utility lands7
Taplands5
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+24ⓘ
Synergy pieces5
Win conditions3
Combat threats1
Sacrifice outlets1
Drain effects1
Token generators1
Clone effects1
Other2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 5.7 (Bracket 3)+Game Changers→ Bracket 4
Interaction91Consistency82Mana base80
✓
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Human Tribal13 cards
13 human creatures detected. Tribal synergies can create powerful board states.
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.