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HomeExplore decksCommanders
R

Clive

viaArchidektArchidekt·Updated 22 days ago·5 views·

Power level

3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence257 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana8
Mana rocks1
Mana dorks1
Land ramp1
Other acceleration3
Treasure generators5
Commander Draw Engine+10ⓘ
Tutors1
Draw engines5
Cantrips & burst draw5
Wheels1
Recursion1
Value engines8
Artifact/enchantment removal1
Spot removal5
Board wipes2
Stax & hate3
Mono-Color Powerhouse Lands (2)+9ⓘ
Mana Acceleration+6ⓘ
Mono-Color Mana Base (no fixing needed)+2ⓘ
Dual & shock lands1
Utility lands7
Taplands5
Basic lands1
Combat Damage Synergy: token package, 6 haste enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces8
Win conditions5
Combat threats1
Drain effects1
Token generators2
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.9 → Bracket 3
Markers
Learn more →
✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes10 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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Burn14 cards

14 damage dealers. Burn opponents down with direct damage.

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Aggro11 cards

11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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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.