Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(233 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks6
Land ramp4
Draw engines2
Cantrips & burst draw5
Recursion1
Counterspells3
Spot removal8
Graveyard hate1
Stax & hate2
Two-Color Powerhouse Lands (3)+11ⓘ
Mana Acceleration (15 sources)+5ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands4
Utility lands5
Taplands2
Combat Damage Synergy: token swarm strategy, 4 token doublers+25ⓘ
Synergy pieces5
Win conditions1
Combat threats1
Token generators2
Clone effects1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Mana base86Speed58Interaction57
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters23 cards
23 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Human Tribal8 cards
8 human 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.