Commander
3.1±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(179 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp3
Draw engines3
Cantrips & burst draw3
Recursion9
Spot removal14
Graveyard hate1
Protection1
Fetchlands2
Dual & shock lands6
Premium utility lands3
Utility lands9
Taplands4
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces7
Combat threats2
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base86Threats60Interaction57
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
Mutate16 cards
16 mutate creatures. Stack creatures for combined abilities.
Graveyard/Reanimator9 cards
9 graveyard synergies. Use your graveyard as a second hand.
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.