Commander
3.8±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(248 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks1
Land ramp5
Other acceleration4
Tutors1
Draw engines6
Cantrips & burst draw2
Recursion1
Value engines4
Counterspells1
Spot removal8
Protection2
Mana Acceleration (16 sources)+6ⓘ
Two-Color Mana Base (no fixing needed)+5ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands1
Utility lands2
Combat Damage Synergy: token package, 2 token doublers, 1 evasion enabler+15ⓘ
Win conditions3
Combat threats1
Token generators2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base75Speed67Consistency49
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Bounce7 cards
7 bounce effects. Return permanents to hand for tempo advantage.
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.