Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(251 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (64% CMC 0-2)+8ⓘ
Fast mana3
Mana rocks2
Mana dorks8
Land ramp10
Treasure generators1
Tutors2
Draw engines3
Cantrips & burst draw2
Recursion1
Value engines4
Spot removal3
Artifact/enchantment removal1
Board wipes1
Stax & hate1
Protection5
Mana Acceleration (23 sources)+13ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands1
Utility lands12
Taplands6
Combat Damage Synergy: token package, 2 token doublers, 1 extra combat, 2 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Combat threats1
Sacrifice outlets1
Drain effects2
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.8 (Bracket 2)+Game Changers→ Bracket 3
Speed87Mana base81Interaction44
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters18 cards
18 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.