Commander
3.2±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(186 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks2
Land ramp3
Draw engines3
Cantrips & burst draw2
Recursion1
Counterspells2
Spot removal6
Board wipes1
Stax & hate1
Protection3
Fetchlands3
Dual & shock lands2
Premium utility lands3
Utility lands2
Taplands6
Combat Damage Synergy: token swarm strategy, 7 token doublers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces3
Win conditions1
Combat threats7
Sacrifice outlets1
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base82Threats77Interaction70
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
Themes5 total
+1/+1 Counters35 cards
35 counter synergies. Grow your creatures over time for massive threats.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Proliferate9 cards
9 proliferate effects. Multiply all your counters at once.
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.