Commander
3.1±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(184 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana dorks6
Land ramp5
Other acceleration2
Treasure generators1
Draw engines5
Cantrips & burst draw3
Spot removal4
Graveyard hate1
Stax & hate1
Protection4
Mono-Color Powerhouse Lands (5)+21ⓘ
Mana Acceleration (18 sources)+8ⓘ
Utility lands5
Taplands2
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 8 token doublers, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces2
Win conditions2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.1 (Bracket 2)+Game Changers→ Bracket 3
Speed85Mana base76Consistency61
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
+1/+1 Counters34 cards
34 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana15 cards
15 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.