Commander
3.7±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(238 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks3
Land ramp6
Other acceleration3
Draw engines1
Cantrips & burst draw2
Recursion1
Value engines1
Spot removal14
Graveyard hate2
Protection3
Two-Color Mana Base (no fixing needed)+13ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Dual & shock lands2
Utility lands3
Taplands7
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces1
Win conditions3
Combat threats5
Drain effects1
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Interaction82Threats79Mana base75
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.