Commander
3.2±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(185 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp4
Other acceleration1
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines5
Cantrips & burst draw4
Recursion7
Value engines16
Counterspells2
Spot removal8
Board wipes3
Stax & hate1
Protection2
Fetchlands2
+5
+5
Dual & shock lands3
+4
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands5
+3
+3
+3
+2
+2
Basic lands3
+5
+5
+5
Combat Damage Synergy: token swarm strategy, 2 token doublers, aristocrats engine+25ⓘ
Commander Synergy (3 groups)+11ⓘ
Synergy pieces6
Win conditions1
Combat threats9
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 3.2 (Bracket 2)+Game Changers→ Bracket 3
Mana base81Consistency80Threats72
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters23 cards
23 counter synergies. Grow your creatures over time for massive threats.
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Mill11 cards
11 mill effects. Empty opponent libraries or fuel your graveyard.
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Aggro10 cards
10 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.