Commander
3.9±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(256 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks4
Mana dorks2
Land ramp2
Other acceleration3
Tutors1
Draw engines3
Cantrips & burst draw2
Spot removal5
Graveyard hate1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+15ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands5
Taplands7
Combat Damage Synergy: token swarm strategy, 6 token doublers, 1 haste enabler, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions4
Combat threats3
Sacrifice outlets1
Token generators4
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.9 (Bracket 2)+Game Changers→ Bracket 3
Threats84Mana base75Interaction49
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters38 cards
38 counter synergies. Grow your creatures over time for massive threats.
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.