Commander
3.5±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(224 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Other acceleration2
Treasure generators1
Draw engines6
Cantrips & burst draw6
Value engines4
Spot removal6
Board wipes3
Stax & hate1
Dual & shock lands3
Premium utility lands2
Utility lands11
Taplands8
Combat Damage Synergy: 2 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+22ⓘ
Synergy pieces2
Win conditions1
Combat threats5
Sacrifice outlets1
Drain effects4
Token generators3
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Threats79Mana base77Interaction49
0.5 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.