Commander
3.3±0.4
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(202 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana3
Mana rocks4
Mana dorks1
Other2
Tutors3
Draw engines2
Cantrips & burst draw3
Recursion8
Value engines1
Control Strategy Bonus (14.8 interaction cards)+30ⓘ
Spot removal19
Board wipes2
Stax & hate1
Two-Color Powerhouse Lands (1)+6ⓘ
Two-Color Mana Base (no fixing needed)+4ⓘ
Fetchlands3
Utility lands8
Taplands7
Other1
Combat Damage Synergy: token package, 2 haste enablers, aristocrats engine+17ⓘ
Synergy pieces6
Win conditions3
Combat threats3
Sacrifice outlets1
Drain effects5
Token generators4
Reanimation3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Threats84Mana base75Interaction69
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Goblin Tribal23 cards
23 goblin creatures detected. Tribal synergies can create powerful board states.
Blink/Flicker11 cards
11 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Burn10 cards
10 damage dealers. Burn opponents down with direct damage.
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.