Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(239 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (61% CMC 0-2)+8ⓘ
Fast mana1
Mana dorks3
Land ramp5
Other acceleration2
Treasure generators1
Draw engines11
Cantrips & burst draw1
Recursion3
Spot removal2
Artifact/enchantment removal1
Board wipes2
Stax & hate1
Protection1
Mono-Color Mana Base (no fixing needed)+20ⓘ
Mana Acceleration (11 sources)+1ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Premium utility lands1
Utility lands5
Taplands1
Basic lands1
Forest+31
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+10ⓘ
Synergy pieces3
Win conditions1
Combat threats2
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base70Speed63Consistency60
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
Deathtouch32 cards
32 deathtouch synergies. Small creatures that kill anything they touch.
Go-Wide / Weenies21 cards
21 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.