Commander
3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(194 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Fast mana2
Mana rocks5
Land ramp1
Treasure generators1
Draw engines9
Cantrips & burst draw7
Recursion7
Value engines2
Spot removal2
Graveyard hate2
Board wipes2
Stax & hate2
Protection5
Two-Color Mana Base (no fixing needed)+8ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands2
Utility lands3
Taplands4
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+14ⓘ
Synergy pieces1
Win conditions1
Combat threats1
Sacrifice outlets4
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base75Consistency66Speed46
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats13 cards
13 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.
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.