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HomeExplore decksCommanders
WG

Finneas, Ace Archer

viapasted list·Updated 46 days ago·7 views·

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Power level

5.4±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence372 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks2
Land ramp4
Commander Draw Engine+10ⓘ
Draw engines5
Cantrips & burst draw1
Recursion2
Value engines5
Spot removal7
Board wipes2
Stax & hate1
Protection7
Two-Color Powerhouse Lands (1)+2ⓘ
Mana Acceleration+1ⓘ
Fetchlands2
Dual & shock lands7
Premium utility lands2
Utility lands6
Taplands2
Basic lands2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 1 haste enabler, 5 evasion enablers, 1 damage multiplier+25ⓘ
Synergy pieces4
Win conditions3
Combat threats5
Token generators7
Reanimation1
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.4 → Bracket 3

0.4 above Bracket 2 ceiling (5)

1.6 below Bracket 4 threshold (7)

Markers
Learn more →
✓
Game changers 2
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes7 total

No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Token Strategy14 cards

14 token producers. Go-wide strategies can overwhelm opponents with numbers.

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+1/+1 Counters14 cards

14 counter synergies. Grow your creatures over time for massive threats.

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Stompy / Big Mana11 cards

11 high-impact creatures. Ramp into massive threats that dominate the board.

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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.