Commander
3.8±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(247 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks2
Land ramp4
Other acceleration2
Commander Draw Engine (The Pride of Hull Clade provides card draw)+15ⓘ
Tutors2
Draw engines6
Cantrips & burst draw3
Counterspells4
Spot removal4
Stax & hate3
Protection3
Two-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (11 sources)+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands1
Utility lands4
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+14ⓘ
Synergy pieces4
Combat threats2
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base75Interaction71Consistency52
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Defenders/Walls23 cards
23 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Unblockable / Evasion11 cards
11 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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.