Commander
3.2±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(185 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (60% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks3
Land ramp4
Other acceleration1
Treasure generators1
Draw engines1
Cantrips & burst draw6
Recursion5
Value engines3
Other2
Spot removal11
Artifact/enchantment removal1
Stax & hate2
Protection2
Mono-Color Mana Base (no fixing needed)+34ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Utility lands3
Taplands1
Basic lands1
Forest+27
Combat Damage Synergy: token swarm strategy, 2 evasion enablers+21ⓘ
Synergy pieces6
Win conditions5
Combat threats22
Sacrifice outlets1
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats89Mana base70Speed60
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Go-Wide / Weenies28 cards
28 low-cost creatures. Swarm the board and pump for lethal attacks.
Deathtouch25 cards
25 deathtouch synergies. Small creatures that kill anything they touch.
Infect14 cards
14 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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.