Commander
3.5±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(216 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks5
Mana dorks6
Land ramp2
Tutors1
Draw engines4
Cantrips & burst draw7
Recursion1
Value engines9
Other3
Counterspells2
Spot removal6
Board wipes3
Stax & hate3
Protection3
Mana Acceleration (15 sources)+5ⓘ
Fetchlands3
Dual & shock lands3
Premium utility lands4
Utility lands14
Other1
Combat Damage Synergy: token swarm strategy, 1 token doubler, 2 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy (2 groups)+10ⓘ
Synergy pieces1
Win conditions7
Combat threats4
Sacrifice outlets1
Drain effects2
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.5 (Bracket 2)+Game Changers→ Bracket 3
Mana base89Threats80Speed76
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect23 cards
23 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Proliferate18 cards
18 proliferate effects. Multiply all your counters at once.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.