Commander
3.6±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(231 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks3
Land ramp1
Treasure generators2
Draw engines2
Cantrips & burst draw6
Spot removal11
Graveyard hate2
Board wipes2
Two-Color Mana Base (no fixing needed)+25ⓘ
Fetchlands2
Premium utility lands1
Utility lands3
Taplands2
Combat Damage Synergy: token package, 2 extra combats, 1 haste enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces4
Combat threats2
Sacrifice outlets1
Token generators11
Reanimation1
Group slug1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Threats89Mana base75Interaction59
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Token Strategy25 cards
25 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aristocrats17 cards
17 sacrifice/death synergies. Drains opponents while generating value from deaths.
Human Tribal12 cards
12 human creatures detected. Tribal synergies can create powerful board states.
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.