Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(239 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp4
Draw engines1
Cantrips & burst draw1
Value engines4
Spot removal5
Stax & hate1
Protection3
Fetchlands2
Premium utility lands2
Utility lands5
Combat Damage Synergy: token swarm strategy, 4 token doublers, 2 evasion enablers, 2 damage multipliers+25ⓘ
Commander Synergy (2 groups)+13ⓘ
Synergy pieces13
Win conditions3
Combat threats5
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats94Mana base66Interaction34
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
Themes5 total
Token Strategy16 cards
16 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters11 cards
11 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.