Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(246 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks3
Mana dorks8
Land ramp11
Tutors1
Draw engines4
Cantrips & burst draw2
Recursion2
Value engines2
Spot removal3
Stax & hate1
Mana Acceleration (35 sources)+15ⓘ
Mono-Color Mana Base (no fixing needed)+12ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Utility lands2
Taplands1
Basic lands1
Forest+36
Synergy pieces6
Win conditions2
Combat threats2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Speed93Mana base70Interaction42
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
Power Matters6 cards
6 power-matters cards. Convert creature power into damage, cards, or effects.
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.