Commander
4.7±0.4
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence325 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana rocks2
Mana dorks2
Land ramp3
Commander Synergy+1ⓘ
Tutors4
Cantrips & burst draw9
Scry & Surveil1
Value engines8
Control Strategy+30ⓘ
Counterspells3
Spot removal7
Stax & hate1
Protection5
Fetchlands3
Dual & shock lands4
Premium utility lands3
Utility lands3
Taplands6
Basic lands4
Tempo Control+8.8ⓘ
Commander Synergy+5ⓘ
Synergy pieces2
Win conditions6
Combat threats6
Drain effects2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.7 → Bracket 2
1.7 above Bracket 1 ceiling (3)
0.3 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Infect15 cards
15 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.