Commander
4.4±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
Primary win line:Go-wide combat finish
High confidence(294 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Land ramp1
Other acceleration1
Treasure generators3
Commander Synergy (1 groups)+2ⓘ
Tutors5
Draw engines7
Cantrips & burst draw6
Recursion3
+3
Value engines6
Other4
Spot removal9
Board wipes2
Stax & hate2
Protection5
Two-Color Powerhouse Lands (2)+6ⓘ
Dual & shock lands3
+6
+5
+4
Premium utility lands2
+6
+5
Utility lands11
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands12
+2
+2
+2
+2
Basic lands2
+6
+5
Combat Damage Synergy: 1 evasion enabler, aristocrats engine+11ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces4
+4
Win conditions1
Combat threats8
Drain effects3
Token generators2
Other3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.4 → Bracket 2
Consistency89Mana base83Threats73
1.4 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Lifegain30 cards
30 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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Go-Wide / Weenies25 cards
25 low-cost creatures. Swarm the board and pump for lethal attacks.
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Cleric Tribal17 cards
17 cleric creatures detected. Tribal synergies can create powerful board states.
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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.