Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(251 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Mana dorks2
Land ramp3
Treasure generators1
Commander Draw Engine (Felothar the Steadfast provides card draw)+20ⓘ
Tutors4
Draw engines4
Recursion2
Value engines1
Spot removal2
Board wipes2
Stax & hate2
Protection4
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands3
Utility lands7
Combat Damage Synergy: token package, 2 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+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 3.8 (Bracket 2)+Game Changers→ Bracket 3
Mana base81Consistency64Speed52
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Defenders/Walls22 cards
22 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Lifegain8 cards
8 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.