Commander
4.4±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
Primary win line:Go-wide combat finish
High confidence(292 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks3
Land ramp7
Other acceleration3
Treasure generators2
Draw engines2
Cantrips & burst draw10
Recursion10
Value engines8
Spot removal7
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Stax & hate1
Protection1
Mana Acceleration (17 sources)+7ⓘ
Two-Color Powerhouse Lands (2)+5ⓘ
Fetchlands3
+8
+5
+5
Dual & shock lands5
+6
+5
+5
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands14
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands4
+3
+2
+2
+2
Basic lands2
+3
+2
Combat Damage Synergy: token swarm strategy, 1 haste enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces12
Win conditions1
Combat threats6
Reanimation1
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.4 → Bracket 2
Mana base89Threats80Consistency75
1.4 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Impulse Draw12 cards
12 impulse draw effects. Exile and play cards from the top of your library.
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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.