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HomeExplore decksCommanders
UR

D&Dice

viaArchidektArchidekt·1 view·52m ago

Power level

3.5±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence221 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks5
Treasure generators2
Minor treasure1
Other acceleration1
Tutors1
Draw engines7
Cantrips & burst draw2
Scry & Surveil1
Recursion2
Value engines4
Synergy support1
Counterspells2
Artifact/enchantment removal1
Spot removal8
Board wipes2
Stax & hate2
Edict effects1
Protection5
Soft interaction1
Two-Color Powerhouse Lands+1ⓘ
Dual & shock lands1
Premium utility lands4
Utility lands8
Taplands3
Basic lands2
Combat Damage Synergy+25ⓘ
Synergy pieces8
Win conditions4
Combat threats6
Token generators6
Group slug1
Enablers2
Alternate win strategies2

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.5 → Bracket 2

0.5 above Bracket 1 ceiling (3)

1.5 below Bracket 3 threshold (5)

Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes5 total

VoltronCore (16 cards)

This deck equips or enchants the commander to deal commander damage.

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Token StrategySupporting (9 cards)

9 token producers. Go-wide with a creature token army for board presence and combat pressure.

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StaxSupporting (6 cards)

6 stax pieces. Tax and restrict opponents' resources while breaking parity.

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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.