Commander
3.6±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(233 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Mana dorks4
Land ramp4
Other acceleration1
Treasure generators1
Low Land Count (14/31)+-43ⓘ
Tutors1
Draw engines8
Cantrips & burst draw7
Counterspells2
Spot removal10
Board wipes2
Protection2
Two-Color Mana Base (no fixing needed)+71ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Low Land Count (14/31)+-43ⓘ
Dual & shock lands4
Premium utility lands2
Utility lands8
Taplands1
Combat Damage Synergy: 1 token doubler, 1 evasion enabler, aristocrats engine+15ⓘ
Combo pieces1
Synergy pieces6
Combat threats2
Token generators3
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Mana base75Interaction74Threats61
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Token Strategy19 cards
19 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.