Commander
3.0±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(171 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Land ramp3
Other acceleration1
Commander Draw Engine (Dyadrine, Synthesis Amalgam provides card draw)+10ⓘ
Tutors1
Cantrips & burst draw3
Recursion3
Spot removal6
Graveyard hate1
Board wipes3
Stax & hate1
Protection1
Two-Color Mana Base (no fixing needed)+14ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands2
Taplands3
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 haste enabler, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces7
Win conditions3
Combat threats5
Sacrifice outlets3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.0 → Bracket 2
Threats79Mana base75Interaction60
Right at the Bracket 2 threshold
1.5 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters41 cards
41 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.
Artifacts Matter11 cards
11 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.