Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(238 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Mana dorks2
Land ramp6
Other acceleration1
Draw engines9
Cantrips & burst draw11
Value engines5
Counterspells2
Spot removal6
Stax & hate1
Protection5
Mana Acceleration (13 sources)+3ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands3
Dual & shock lands3
Premium utility lands1
Utility lands8
Taplands1
Combo pieces2
Synergy pieces1
Win conditions2
Combat threats3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base79Consistency76Speed63
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
+1/+1 Counters18 cards
18 counter synergies. Grow your creatures over time for massive threats.
Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Cantrips7 cards
7 cantrips. Cheap spells that replace themselves for velocity.
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.