Commander
3.6±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(226 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks3
Land ramp8
Other acceleration2
Treasure generators1
Tutors2
Draw engines3
Cantrips & burst draw4
Recursion1
Value engines5
Spot removal8
Graveyard hate1
Stax & hate2
Protection3
Mono-Color Mana Base (no fixing needed)+31ⓘ
Mana Acceleration (15 sources)+5ⓘ
Mono-Color Powerhouse Lands (2)+5ⓘ
Premium utility lands2
Utility lands1
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, 4 evasion enablers+25ⓘ
Synergy pieces11
Win conditions2
Combat threats3
Token generators1
Damage multipliers1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Threats75Mana base70Speed55
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana20 cards
20 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies14 cards
14 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.