Commander
3.1±0.6
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(175 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (70% CMC 0-2)+15ⓘ
Fast mana4
Mana rocks1
Mana dorks1
Land ramp6
Other acceleration2
Treasure generators1
Tutors1
Draw engines3
Cantrips & burst draw10
Value engines4
Counterspells1
Spot removal3
Board wipes2
Protection9
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+3ⓘ
Fetchlands4
Dual & shock lands3
Premium utility lands1
Utility lands3
Taplands1
Combat Damage Synergy: 1 extra combat, 1 haste enabler, 4 damage multipliers+24ⓘ
Synergy pieces3
Win conditions5
Combat threats2
Drain effects6
Extra turns1
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
Mana base83Speed82Threats64
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Burn15 cards
15 damage dealers. Burn opponents down with direct damage.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Cantrips11 cards
11 cantrips. Cheap spells that replace themselves for velocity.
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.