Commander
3.5±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(224 pts)
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks5
Mana dorks1
Land ramp5
Other acceleration3
Treasure generators1
Draw engines4
Cantrips & burst draw5
Recursion1
Counterspells4
Spot removal6
Stax & hate1
Protection4
Mana Acceleration (16 sources)+6ⓘ
Dual & shock lands5
Premium utility lands2
Utility lands12
Taplands5
Combat Damage Synergy: token swarm strategy, 10 token doublers, 2 haste enablers, 4 evasion enablers+25ⓘ
Commander Synergy (2 groups)+22ⓘ
Combo pieces1
Synergy pieces4
Win conditions6
Combat threats9
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Threats87Mana base85Speed77
0.5 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters29 cards
29 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.