Commander
3.3±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(203 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tight Curve (67% CMC 0-2)+15ⓘ
Mana rocks2
Land ramp3
Other acceleration2
Treasure generators1
Draw engines2
Cantrips & burst draw4
Recursion1
Counterspells2
Spot removal8
Board wipes1
Stax & hate1
Protection1
Fetchlands1
Premium utility lands1
Utility lands2
Taplands2
Combat Damage Synergy: token swarm strategy, 4 token doublers+25ⓘ
Commander Synergy (2 groups)+9ⓘ
Combo pieces1
Synergy pieces8
Win conditions3
Combat threats8
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Threats83Mana base50Interaction47
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters30 cards
30 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies19 cards
19 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.
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.