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(216 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp7
Treasure generators2
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Tutors1
Draw engines7
Cantrips & burst draw1
Recursion3
Spot removal7
Board wipes4
Mana Acceleration (13 sources)+3ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands1
Utility lands5
Taplands4
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 5 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions1
Combat threats7
Sacrifice outlets1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Mana base82Interaction59Threats55
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
Themes8 total
Defenders/Walls17 cards
17 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana11 cards
11 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.