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(253 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (30% CMC 5+)+-10ⓘ
Fast mana2
Mana dorks9
Land ramp5
Other acceleration1
Tutors1
Draw engines6
Cantrips & burst draw2
Recursion1
Value engines3
Spot removal6
Stax & hate4
Mana Acceleration (17 sources)+7ⓘ
Two-Color Powerhouse Lands (2)+7ⓘ
Fetchlands2
Dual & shock lands4
Premium utility lands1
Utility lands9
Taplands2
Combat Damage Synergy: token package, 3 haste enablers, 3 evasion enablers+19ⓘ
Synergy pieces7
Win conditions4
Combat threats4
Sacrifice outlets1
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
Mana base84Threats72Speed67
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
Stompy / Big Mana19 cards
19 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal11 cards
11 elf creatures detected. Tribal synergies can create powerful board states.
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.