Go-Wide / Weenies Deck

Commander
No commander provided
1.7±0.5
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Primary win line:Go-wide combat finish
Medium confidence(72 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Low Land Count (15/29)+-35
Cantrips & burst draw1
Spot removal1
Mana Acceleration (15 sources)+5
Low Land Count (15/29)+-35
Utility lands1
Taplands1
Basic lands1
Combat Damage Synergy: token package, 2 token doublers, 3 haste enablers, 1 evasion enabler, aristocrats engine+25
Synergy pieces1
Combat threats2
Drain effects1
Other1

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 1.7 → Bracket 1
Speed59Threats59Interaction2

0.7 above Bracket 0 ceiling (1)

1.3 below Bracket 2 threshold (3)

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

Themes7 total

Go-Wide / Weenies23 cards

23 low-cost creatures. Swarm the board and pump for lethal attacks.

Deathtouch20 cards

20 deathtouch synergies. Small creatures that kill anything they touch.

Druid Tribal10 cards

10 druid creatures detected. Tribal synergies can create powerful board states.

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.