Commander
No commander provided3.1±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(180 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana dorks4
Land ramp6
Other acceleration2
Tutors1
Draw engines11
Cantrips & burst draw10
Recursion3
Value engines7
Other2
Counterspells1
Spot removal10
Board wipes1
Stax & hate4
Protection1
Mana Acceleration (12 sources)+2ⓘ
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands3
+7
+6
+6
Combat Damage Synergy: token swarm strategy, 1 token doubler, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces13
Win conditions3
Combat threats9
Reanimation3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.1 (Bracket 2)+Game Changers→ Bracket 3
Consistency83Threats82Interaction57
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters21 cards
21 counter synergies. Grow your creatures over time for massive threats.
,,,,
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
,,,,
Aggro13 cards
13 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.