Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(237 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Commander Draw Engine (Anowon, the Ruin Thief provides card draw)+10ⓘ
Low Land Count (33/34)+-3ⓘ
Draw engines3
Cantrips & burst draw6
Recursion1
Value engines5
Counterspells5
Spot removal2
Graveyard hate2
Board wipes1
Stax & hate3
Protection1
Other1
Two-Color Mana Base (no fixing needed)+12ⓘ
Low Land Count (33/34)+-3ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands1
Utility lands6
Taplands7
Combat Damage Synergy: 1 token doubler+4ⓘ
Combo pieces1
Synergy pieces2
Combat threats3
Token generators3
Reanimation1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Game Changers→ Bracket 3
Mana base75Interaction64Consistency59
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Rogue Tribal15 cards
15 rogue creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.