Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(240 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana4
Mana rocks1
Mana dorks10
Land ramp3
Other acceleration2
Treasure generators3
Low Land Count (15/26)+-28ⓘ
Draw engines3
Cantrips & burst draw6
Value engines1
Spot removal2
Graveyard hate1
Stax & hate1
Two-Color Mana Base (no fixing needed)+61ⓘ
Mana Acceleration (20 sources)+10ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Low Land Count (15/26)+-28ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands8
Taplands2
Combat Damage Synergy: token swarm strategy, 4 haste enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Combo pieces1
Combat threats1
Drain effects1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed90Mana base75Threats38
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Burn15 cards
15 damage dealers. Burn opponents down with direct damage.
Aggro15 cards
15 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.