Commander
3.7±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(239 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks3
Mana dorks2
Land ramp4
Other acceleration1
Draw engines3
Cantrips & burst draw6
Recursion7
Value engines5
Spot removal4
Board wipes1
Stax & hate1
Protection2
Two-Color Powerhouse Lands (2)+7ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands2
Utility lands5
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces5
Combat threats1
Sacrifice outlets3
Token generators4
Reanimation4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats84Mana base77Speed57
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Mill36 cards
36 mill effects. Empty opponent libraries or fuel your graveyard.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.