Maraxus of Keld

3.0±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Low confidence(173 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8
Fast mana1
Draw engines1
Cantrips & burst draw1
Value engines1
Spot removal1
Land destruction2
Board wipes2
Mono-Color Mana Base (no fixing needed)+28
Mono-Color Powerhouse Lands (2)+6
Basic lands1
Combat Damage Synergy: 1 haste enabler, 1 damage multiplier+6
Combo pieces1
Synergy pieces1
Win conditions2
Combat threats2
Sacrifice outlets1
Token generators2

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.0 → Bracket 2
Mana base70Speed40Interaction38

Right at the Bracket 2 threshold

1.5 below Bracket 3 threshold (4.5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes3 total

Goblin Tribal13 cards

13 goblin creatures detected. Tribal synergies can create powerful board states.

Artifacts Matter9 cards

9 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.

Burn8 cards

8 damage dealers. Burn opponents down with direct 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.