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
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks2
Land ramp5
Tutors2
Draw engines2
Cantrips & burst draw3
Recursion2
Value engines6
Counterspells5
Spot removal7
Graveyard hate2
Stax & hate1
Two-Color Mana Base (no fixing needed)+7ⓘ
Two-Color Powerhouse Lands (1)+3ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands3
Utility lands5
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler+21ⓘ
Win conditions2
Combat threats2
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Mana base75Interaction65Consistency51
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
Themes1 total
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
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.