Commander
3.8±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(247 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks4
Mana dorks2
Land ramp3
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Draw engines5
Recursion1
Value engines1
Spot removal8
Board wipes3
Fetchlands1
Dual & shock lands6
Premium utility lands2
Utility lands5
Taplands10
Combat Damage Synergy: 1 haste enabler, 2 damage multipliers+10ⓘ
Synergy pieces3
Win conditions2
Combat threats8
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.8 (Bracket 2)+Game Changers→ Bracket 3
Mana base83Interaction81Threats43
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Defenders/Walls21 cards
21 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 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.