Commander
3.3±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(195 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks3
Mana dorks2
Land ramp4
Other acceleration2
Other1
Tutors5
Draw engines1
Cantrips & burst draw2
Recursion5
Value engines4
Other2
Spot removal4
Board wipes1
Stax & hate2
Protection2
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
+5
Premium utility lands11
+6
+6
+5
+5
+5
+5
+5
+5
+5
+5
+4
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Basic lands5
+4
+2
+8
+4
+2
Other1
Combat Damage Synergy: token package, 2 token doublers, 1 haste enabler, 3 evasion enablers, 2 damage multipliers+25ⓘ
Synergy pieces11
Combat threats18
Sacrifice outlets1
Drain effects1
Token generators1
Reanimation1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Threats87Mana base86Consistency56
0.3 above Bracket 1 ceiling (3)
1.7 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Tribal (Commander)18 cards
This deck is built around creature type synergies.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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Cycling9 cards
9 cycling cards. Smooth draws while triggering cycling payoffs.
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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.