Commander
4.3±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
Primary win line:Go-wide combat finish
High confidence(285 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Fast mana1
Mana rocks3
Mana dorks2
Land ramp18
Other acceleration2
Treasure generators2
Commander Draw Engine (Tannuk, Memorial Ensign provides card draw)+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines4
Cantrips & burst draw4
Recursion2
Value engines6
Spot removal9
Graveyard hate1
Board wipes1
Protection2
Other1
Mana Acceleration (26 sources)+15ⓘ
Two-Color Mana Base (no fixing needed)+6ⓘ
Fetchlands2
+5
+5
Dual & shock lands1
+6
Utility lands3
+2
+2
+2
Taplands3
+2
+2
+2
Basic lands2
+8
+18
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces9
Win conditions4
Combat threats11
Drain effects2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.3 → Bracket 2
Speed89Threats86Mana base75
1.3 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Landfall17 cards
17 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.