Commander
3.2±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(187 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Land ramp1
Tutors2
Cantrips & burst draw1
Recursion2
Value engines2
Counterspells1
Spot removal13
Board wipes2
Stax & hate1
Two-Color Mana Base (no fixing needed)+2ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands2
Utility lands4
Taplands11
Tempo Control (lockout lethality)+8.8ⓘ
Combat Damage Synergy: 2 damage multipliers+8ⓘ
Synergy pieces2
Combat threats4
Sacrifice outlets1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Interaction80Mana base75Threats45
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
Themes6 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Lifegain14 cards
14 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.