Commander
3.7±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence238 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Commander Synergy (2 groups)+9ⓘ
Fast mana1
Mana rocks1
Mana dorks4
Land ramp8
Other acceleration1
Commander Draw Engine (Arcades, the Strategist provides card draw)+18ⓘ
Commander Synergy (1 groups)+3ⓘ
Tutors1
Draw engines1
Cantrips & burst draw2
Recursion4
Value engines1
Other3
Counterspells2
Spot removal3
Board wipes5
Stax & hate4
Protection13
Mana Acceleration (15 sources)+5ⓘ
Fetchlands3
+8
+8
+8
Dual & shock lands3
+5
+5
+5
Premium utility lands1
+5
Utility lands14
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands1
+2
Basic lands3
+3
+3
+3
Combat Damage Synergy: token package, 1 haste enabler, 3 evasion enablers+17ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces4
Win conditions1
Combat threats11
Reanimation3
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Interaction87Mana base83Threats75
0.7 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Defenders/Walls36 cards
36 defenders/walls. Build an impenetrable wall, then convert to damage.
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Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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Hatebears12 cards
12 hatebear creatures. Small creatures that restrict opponents.
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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.