Commander
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(213 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks8
Land ramp2
Treasure generators1
Commander Draw Engine (The Second Doctor provides card draw)+15ⓘ
Draw engines13
Cantrips & burst draw4
Value engines1
Counterspells4
Spot removal3
Board wipes1
Stax & hate5
Protection2
Two-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (11 sources)+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands8
Taplands4
Combat Damage Synergy: 1 haste enabler+2ⓘ
Win conditions1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base75Interaction56Consistency55
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Group Hug10 cards
10 group hug effects. Help everyone while secretly advancing your plan.
Token Strategy6 cards
6 token producers. Go-wide strategies can overwhelm opponents with numbers.
Forced Combat / Goad6 cards
6 forced combat effects. Make opponents attack each other.
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.