Commander
3.1±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(175 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Land ramp2
Other acceleration2
Tutors2
Draw engines4
Cantrips & burst draw2
Recursion4
Value engines13
Counterspells1
Spot removal9
Board wipes2
Stax & hate1
Protection2
Fetchlands1
Dual & shock lands6
Premium utility lands3
Utility lands10
Taplands2
Combat Damage Synergy: token swarm strategy, 3 token doublers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Synergy pieces4
Combat threats1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base84Consistency65Interaction58
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters18 cards
18 counter synergies. Grow your creatures over time for massive threats.
Mutate15 cards
15 mutate creatures. Stack creatures for combined abilities.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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.