Commander
3.8±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(250 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks7
Mana dorks1
Other acceleration4
Tutors1
Draw engines8
Cantrips & burst draw3
Recursion3
Value engines2
Counterspells2
Spot removal5
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+8ⓘ
Mana Acceleration (13 sources)+3ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands5
Taplands3
Combat Damage Synergy: token package, 4 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces6
Combat threats4
Token generators5
Reanimation2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats80Mana base75Speed61
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Artifacts Matter25 cards
25 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Storm14 cards
14 storm synergies. Chain spells for exponential value.
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.