Commander
3.8±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(252 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (65% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks5
Mana dorks2
Land ramp5
Other acceleration1
Draw engines7
Cantrips & burst draw5
Recursion2
Value engines6
Counterspells1
Spot removal7
Board wipes1
Stax & hate1
Protection1
Mana Acceleration (15 sources)+5ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands3
Combat Damage Synergy: token swarm strategy, 5 token doublers, 1 haste enabler, 4 evasion enablers+25ⓘ
Combo pieces2
Synergy pieces4
Win conditions4
Combat threats4
Reanimation3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Speed77Mana base75Threats75
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
+1/+1 Counters25 cards
25 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.