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(244 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp1
Other acceleration2
Tutors1
Draw engines1
Cantrips & burst draw3
Recursion1
Value engines4
Spot removal3
Board wipes2
Stax & hate4
Two-Color Mana Base (no fixing needed)+8ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands1
Utility lands3
Taplands1
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 damage multiplier+25ⓘ
Synergy pieces5
Win conditions3
Combat threats6
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats85Mana base75Interaction68
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
Themes8 total
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
Human Tribal18 cards
18 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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.