Commander
3.2±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Attrition and lockout endgame
High confidence(187 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks1
Treasure generators2
Low Land Count (33/35)+-5ⓘ
Tutors5
Draw engines7
Cantrips & burst draw4
Wheels6
Recursion3
+3
Value engines1
Spot removal7
Graveyard hate1
Board wipes1
Stax & hate23
Two-Color Powerhouse Lands (1)+4ⓘ
Low Land Count (33/35)+-5ⓘ
Fetchlands4
+8
+8
+8
+5
Dual & shock lands4
+6
+5
+4
+4
Premium utility lands1
+5
Utility lands6
+2
+2
+2
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+11
+5
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces14
Win conditions1
Combat threats1
Sacrifice outlets1
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.2 (Bracket 2)+Game Changers→ Bracket 3
Mana base82Consistency76Interaction68
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Graveyard (Commander)23 cards
This deck uses the graveyard as a primary resource.
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Discard33 cards
33 discard synergies. Empty opponents' hands while gaining value.
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Chaos7 cards
7 chaos effects. Embrace randomness with coin flips and dice rolls.
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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.