Commander
3.2±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(191 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks1
Mana dorks10
Commander Synergy (1 groups)+1ⓘ
Draw engines3
Cantrips & burst draw6
Recursion6
Value engines3
Other4
Spot removal11
Board wipes3
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+5ⓘ
Two-Color Powerhouse Lands (1)+4ⓘ
Mana Acceleration (13 sources)+3ⓘ
Dual & shock lands1
+6
Premium utility lands2
+6
+5
Utility lands11
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands2
+9
+5
Combat Damage Synergy: token swarm strategy, 4 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (3 groups)+8ⓘ
Synergy pieces12
Win conditions2
Combat threats8
Sacrifice outlets3
Drain effects1
Reanimation2
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats89Mana base75Speed65
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Elf Tribal27 cards
27 elf creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
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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.