Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(239 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana dorks5
Land ramp6
Other acceleration4
Tutors5
Draw engines7
Cantrips & burst draw5
Recursion4
Value engines1
Spot removal4
Artifact/enchantment removal1
Graveyard hate1
Stax & hate1
Protection2
Mono-Color Mana Base (no fixing needed)+18ⓘ
Mana Acceleration (17 sources)+7ⓘ
Mono-Color Powerhouse Lands (1)+6ⓘ
Utility lands1
Taplands3
Basic lands1
Forest+31
Combat Damage Synergy: token package, 2 token doublers, 2 haste enablers, 5 evasion enablers+25ⓘ
Win conditions4
Combat threats6
Token generators1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed79Mana base70Consistency69
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
Themes5 total
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.