Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(192 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (64% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Mana dorks6
Land ramp6
Other acceleration2
Draw engines3
Cantrips & burst draw2
Recursion1
Value engines1
Spot removal6
Graveyard hate1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+17ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands3
Utility lands2
Taplands5
Combat Damage Synergy: token package, 1 evasion enabler+7ⓘ
Synergy pieces2
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Speed84Mana base75Threats26
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
+1/+1 Counters7 cards
7 counter synergies. Grow your creatures over time for massive threats.
Voltron7 cards
7 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.