Commander
3.8±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(253 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks2
Land ramp16
Other acceleration1
Treasure generators1
Commander Draw Engine (Tannuk, Memorial Ensign provides card draw)+10ⓘ
Tutors2
Draw engines4
Cantrips & burst draw1
Recursion1
Value engines5
Spot removal4
Graveyard hate1
Board wipes1
Protection1
Two-Color Mana Base (no fixing needed)+17ⓘ
Mana Acceleration (23 sources)+13ⓘ
Fetchlands2
Utility lands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 4 haste enablers, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces10
Win conditions2
Combat threats1
Drain effects1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Speed84Threats83Mana base75
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
Themes10 total
Landfall14 cards
14 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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.