Commander
3.2±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(194 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks3
Land ramp6
Other acceleration4
Treasure generators1
Tutors1
Draw engines4
Cantrips & burst draw4
Value engines6
Spot removal3
Artifact/enchantment removal1
Board wipes1
Protection5
Mono-Color Mana Base (no fixing needed)+15ⓘ
Mana Acceleration (15 sources)+5ⓘ
Mono-Color Powerhouse Lands (1)+3ⓘ
Premium utility lands1
Utility lands2
Taplands2
Basic lands1
Forest+31
Combat Damage Synergy: token swarm strategy, 7 token doublers, 2 evasion enablers+25ⓘ
Synergy pieces1
Win conditions3
Combat threats9
Sacrifice outlets1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Speed70Mana base70Threats59
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters24 cards
24 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
Aggro14 cards
14 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.