Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(244 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tight Curve (69% CMC 0-2)+15ⓘ
Fast mana3
Mana dorks3
Land ramp3
Other acceleration3
Tutors4
Draw engines5
Cantrips & burst draw5
Recursion1
Value engines3
Spot removal4
Stax & hate1
Protection1
Mono-Color Powerhouse Lands (3)+13ⓘ
Mono-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (13 sources)+3ⓘ
Utility lands4
Basic lands1
Forest+27
Combat Damage Synergy: 3 haste enablers+6ⓘ
1 extra turn effect+5ⓘ
Synergy pieces4
Win conditions1
Combat threats1
Sacrifice outlets1
Token generators5
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Game Changers→ Bracket 3
Consistency75Mana base70Speed65
✓
Game changers 1
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Storm (Commander)1 cards
Commander rewards casting many spells in a single turn.
Tap / Untap9 cards
9 tap/untap synergies. Generate extra value from activated abilities.
Token Strategy8 cards
8 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.