Commander
No commander provided3.4±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(213 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana rocks6
Land ramp1
Other acceleration2
Treasure generators1
Draw engines1
Cantrips & burst draw3
Recursion1
Value engines4
Spot removal5
Board wipes5
Stax & hate6
Protection1
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands1
Utility lands2
Basic lands1
Mountain+33
Combat Damage Synergy: token package, 1 extra combat, 2 haste enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Win conditions7
Combat threats3
Drain effects3
Token generators4
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Threats76Interaction62Mana base52
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Burn10 cards
10 damage dealers. Burn opponents down with direct damage.
Stompy / Big Mana7 cards
7 high-impact creatures. Ramp into massive threats that dominate the board.
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.