Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(239 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (35% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Other acceleration6
Draw engines10
Cantrips & burst draw2
Recursion1
Value engines1
Counterspells1
Spot removal2
Board wipes3
Stax & hate3
Protection2
Fetchlands3
Premium utility lands1
Utility lands2
Taplands11
Combat Damage Synergy: token swarm strategy, 1 extra combat, 2 evasion enablers, 1 damage multiplier+25ⓘ
Win conditions2
Combat threats6
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base71Threats68Consistency52
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Stompy / Big Mana12 cards
12 high-impact creatures. Ramp into massive threats that dominate the board.
Enchantress11 cards
11 enchantment synergy cards. Deck rewards you for casting enchantments.
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.