Delina, Wild Mage
Bracket 4 by the list · Optimized
Green: the colour is how well it does what Bracket 4 allows.
- The three dials average 86 for what Bracket 4 allows: that sets the colour.
- Power 55 counts as 73 here: Bracket 4 is for Power 75 and up. With Manabase 94 and Health 97, that is 86 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Gamble
- Mass land denial (Wizards: none in Brackets 1–3): Blood Moon, Magus of the Moon, Zhao, the Moon Slayer
- Extra turns in low numbers: Last Chance, Warrior's Oath (fine in 2–3 if not chained; not in 1)
- cEDH signals: 1 piece of fast mana · 1 tutor that find any card · 1 free spell
- 5 by the list needs all three: Bracket 4 by the card rules ✓, 80 or more from the dials ✓, and cEDH-leaning: 6 pieces of fast mana and 5 tutors that find any card (this has 1 and 1). You can set 5 yourself.
- Combos are not checked yet.
Power 55: why
- 4 tutors, 1 of which find any card: Gamble
- Extra turns: Last Chance, Warrior's Oath
- Average mana value 2.81: it acts early
Manabase 94: why
- 32 lands + 1 land-backed spell, counting ramp ≈ 38 sources: enough for mana value 2.81
- 4 lands always enter tapped
- 28 sources make red, and it has a card costing {R}{R}{R}: aim for about 30
Health 97: why
- Only 7 ways to remove a threat (aim for 8)
- 12 ramp pieces ✓
- 12 cards that draw or dig ✓
Delina, Wild Mage
$4.85
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Scores Scores update when you save.
4 · Optimized by the list. The bracket comes from Wizards' card rules alone; the colour says how well the deck does what Bracket 4 allows.
- The three dials average 86 for what Bracket 4 allows: that sets the colour.
- Power 55 counts as 73 here: Bracket 4 is for Power 75 and up. With Manabase 94 and Health 97, that is 86 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Gamble
- Mass land denial (Wizards: none in Brackets 1–3): Blood Moon, Magus of the Moon, Zhao, the Moon Slayer
- Extra turns in low numbers: Last Chance, Warrior's Oath (fine in 2–3 if not chained; not in 1)
- cEDH signals: 1 piece of fast mana · 1 tutor that find any card · 1 free spell
- 5 by the list needs all three: Bracket 4 by the card rules ✓, 80 or more from the dials ✓, and cEDH-leaning: 6 pieces of fast mana and 5 tutors that find any card (this has 1 and 1). You can set 5 yourself.
- Combos are not checked yet.
How fast and how hard this deck can take over a game. Absolute: about 90 and up is cEDH, so a casual deck scores low on purpose.
Strong
- 4 tutors, 1 of which find any card: Gamble
- Extra turns: Last Chance, Warrior's Oath
- Average mana value 2.81: it acts early
- 1 Game Changer: Gamble
- 12 cards that draw or dig
- 7 answers at mana value 2 or less, and free spells: Ricochet Trap
- 1 piece of fast mana: Sol Ring
Can it cast its spells on time, in its colours?
Excellent
- 32 lands + 1 land-backed spell, counting ramp ≈ 38 sources: enough for mana value 2.81
- 4 lands always enter tapped
- 28 sources make red, and it has a card costing {R}{R}{R}: aim for about 30
Does it have the parts every Commander deck needs: ramp, cards, answers, and a curve it can cast?
Excellent
- Only 7 ways to remove a threat (aim for 8)
- 12 ramp pieces ✓
- 12 cards that draw or dig ✓
- 4 board wipes ✓
- A curve it can cast: 4% of spells cost 6 or more ✓
Scores read the list alone, from each card's own rules text: they can't see how a deck is played. Bracket names and the Game Changers list are Wizards of the Coast's (Commander Brackets, list as Wizards last changed it, 9 February 2026).