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(233 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks1
Mana dorks5
Land ramp7
Other acceleration4
Tutors1
Draw engines1
Cantrips & burst draw2
Value engines2
Counterspells1
Spot removal2
Artifact/enchantment removal1
Graveyard hate2
Protection2
Mono-Color Mana Base (no fixing needed)+11ⓘ
Mana Acceleration (20 sources)+10ⓘ
Mono-Color Powerhouse Lands (2)+7ⓘ
Premium utility lands1
Utility lands3
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 haste enabler, 3 evasion enablers+25ⓘ
Synergy pieces2
Win conditions1
Combat threats3
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Speed88Mana base70Threats62
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
Themes8 total
+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.