Commander
3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(202 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (63% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana4
Mana rocks4
Treasure generators5
Cantrips & burst draw13
Value engines2
Counterspells3
Spot removal9
Protection4
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands1
Taplands9
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces2
Win conditions2
Drain effects6
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Speed80Mana base70Interaction59
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Burn17 cards
17 damage dealers. Burn opponents down with direct damage.
Spellslinger11 cards
11 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.