Commander
No commander provided3.5±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(223 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks1
Mana dorks4
Land ramp6
Other acceleration3
Tutors1
Draw engines11
Cantrips & burst draw10
Wheels1
Recursion3
Value engines8
Other2
Counterspells1
Spot removal9
Board wipes1
Stax & hate4
Protection1
Mana Acceleration (14 sources)+4ⓘ
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands3
+7
+6
+6
Combat Damage Synergy: token swarm strategy, 1 token doubler, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces14
Win conditions3
Combat threats8
Reanimation3
Other1
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
Consistency85Threats82Interaction57
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters22 cards
22 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.