Commander
3.9±0.2
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(256 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks8
Land ramp5
Other acceleration1
Draw engines7
Cantrips & burst draw6
Recursion2
Counterspells1
Spot removal2
Graveyard hate1
Protection16
Other2
Mono-Color Mana Base (no fixing needed)+16ⓘ
Mana Acceleration (16 sources)+6ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Utility lands6
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces7
Win conditions1
Combat threats6
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.9 → Bracket 2
Threats78Speed73Mana base70
0.9 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.