Commander
WUR
4.8±0.4
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence332 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
1+10
Mana rocks5
0+8
2+6
2+5
2+5
2+4
Other acceleration1
1+1
Tutors1
4+9
Draw engines3
1W+3
2U+1
1URW+5
Cantrips & burst draw3
U+6
U+5
U+1
Recursion2
4U+3
2WW3WW+1
Value engines5
1+1
3+1
2W+1
2UU+1
4U+1
Control Strategy Bonus (27.8 interaction cards)+30
Counterspells3
UU+8
WU+7
1U+6
Spot removal11
W+7
W+6
W+2
1U+5
2W+5
2W+5
2R+5
1RR+2
3U+7
3W+2
4+2
Board wipes5
1WW+5
2RW+2
2RR+1
4W+5
2WW3WW+3
Stax & hate11
1W+5
1W+1
2W+6
2W+4
2U+4
1UU+1
3R+7
3W+5
3U+2
3W/PW/P+5
4W+4
Protection4
1U+5
1W+1
1WU+2
4+1
Fetchlands3
+8
+5
+5
Dual & shock lands6
+4
+4
+4
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands6
+2
+2
+2
+2
+2
+2
Taplands7
+3
+3
+3
+2
+2
+2
+2
Basic lands3
+5
+5
+5
Tempo Control (lockout lethality)+20
Synergy pieces1
1U+1
Win conditions5
1+1
4+2
4+1
3W/UW/U+8
6W+5
Combat threats2
1+1
4+1
Drain effects1
1W+1
Other1
1WU+5

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.8 → Bracket 2
Interaction94Mana base85Threats46

1.8 above Bracket 1 ceiling (3)

0.2 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes4 total

Defenders/Walls12 cards

12 defenders/walls. Build an impenetrable wall, then convert to damage.

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Prison8 cards

8 prison effects. Lock opponents out of the game entirely.

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Hatebears6 cards

6 hatebear creatures. Small creatures that restrict opponents.

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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.