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(237 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Land ramp9
Other acceleration1
Commander Draw Engine (Beza, the Bounding Spring provides card draw)+10ⓘ
Draw engines4
Cantrips & burst draw5
Recursion3
Value engines5
Counterspells1
Spot removal9
Fetchlands2
Dual & shock lands1
Premium utility lands1
Utility lands8
Taplands11
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, 2 damage multipliers+25ⓘ
Synergy pieces6
Win conditions3
Reanimation3
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Interaction81Mana base75Threats72
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
Themes6 total
Blink/Flicker25 cards
25 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.