Commander
3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(190 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Mana dorks2
Land ramp3
Other acceleration1
Treasure generators2
Tutors1
Draw engines4
Cantrips & burst draw1
Recursion1
Value engines3
Counterspells1
Spot removal3
Artifact/enchantment removal1
Board wipes1
Stax & hate3
Protection16
Two-Color Powerhouse Lands (2)+6ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands1
Utility lands8
Combat Damage Synergy: token swarm strategy, 3 extra combats, 3 haste enablers, 1 evasion enabler, aristocrats engine, 9 damage multipliers+25ⓘ
Synergy pieces8
Win conditions4
Combat threats4
Extra turns1
Damage multipliers1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base78Interaction77Threats67
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
Themes9 total
Voltron15 cards
15 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
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.