Commander
3.4±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(213 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Land ramp29
Other acceleration3
Commander Draw Engine (Bonny Pall, Clearcutter provides card draw)+10ⓘ
Draw engines5
Cantrips & burst draw6
Recursion4
Counterspells2
Spot removal4
Stax & hate1
Protection1
Mana Acceleration (35 sources)+15ⓘ
Fetchlands5
Utility lands5
Taplands7
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces3
Win conditions4
Combat threats3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Speed88Mana base83Consistency50
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
Blink/Flicker10 cards
10 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.