Commander
3.3±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(199 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Mana rocks1
Mana dorks5
Glass Cannon (high ramp, low draw)+-10ⓘ
Tutors1
Draw engines1
Cantrips & burst draw2
Value engines2
Counterspells1
Spot removal2
Stax & hate1
Mana Acceleration (23 sources)+13ⓘ
Two-Color Mana Base (no fixing needed)+10ⓘ
Fetchlands2
Utility lands1
Taplands5
Combat Damage Synergy: token swarm strategy, 1 token doubler, 2 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces9
Win conditions1
Combat threats2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Speed83Threats80Mana base75
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Landfall15 cards
15 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
Blink/Flicker15 cards
15 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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.