Commander
4.7±0.3
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
Primary win line:Go-wide combat finish
High confidence(319 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks5
Land ramp1
Other acceleration1
Commander Draw Engine (Temmet, Naktamun's Will provides card draw)+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines5
Cantrips & burst draw8
Recursion4
Value engines3
Spot removal5
Board wipes2
Stax & hate2
Fetchlands3
+8
+7
+5
Dual & shock lands5
+4
+4
+4
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands10
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands4
+3
+3
+2
+2
Basic lands3
+4
+5
+5
Combat Damage Synergy: token swarm strategy, 3 tribal lords, 1 evasion enabler, 1 damage multiplier+25ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+2.1ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces19
Combat threats5
Drain effects5
Reanimation1
Extra turns1
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.7 → Bracket 2
Threats93Mana base86Consistency75
1.7 above Bracket 1 ceiling (3)
0.3 below Bracket 3 threshold (5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Tokens (Commander)20 cards
This deck generates and leverages a wide board of creature tokens.
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Zombie Tribal29 cards
29 zombie creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.