Commander
4.7±0.3
Upgraded Precon
Core strategy improved with targeted swaps. Mana base and card draw still have clear gaps.
Primary win line:Go-wide combat finish
High confidence(321 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Mana rocks3
Land ramp2
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+3ⓘ
Tutors3
Draw engines7
Cantrips & burst draw1
Value engines1
Counterspells6
Spot removal5
Board wipes2
Stax & hate8
Protection3
Fetchlands3
Utility lands5
Taplands20
Combat Damage Synergy: 1 haste enabler, 3 evasion enablers, aristocrats engine+19ⓘ
Tempo Control (lockout lethality)+8.2ⓘ
Synergy pieces2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 4.7 → Bracket 3
Interaction92Mana base81Consistency69
0.2 above Bracket 2 ceiling (4.5)
1.8 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Defenders/Walls32 cards
32 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.
Hatebears16 cards
16 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.