Commander
3.8±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(251 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks5
Mana dorks2
Land ramp3
Tutors1
Draw engines7
Cantrips & burst draw1
Recursion1
Value engines5
Spot removal9
Board wipes2
Stax & hate4
Protection1
Mana Acceleration (12 sources)+2ⓘ
Fetchlands2
Dual & shock lands1
Premium utility lands1
Utility lands1
Taplands8
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces1
Win conditions3
Combat threats6
Sacrifice outlets1
Drain effects1
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats81Speed70Mana base66
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect33 cards
33 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro22 cards
22 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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.