Commander
3.1±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(180 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana dorks6
Land ramp5
Tutors1
Draw engines1
Cantrips & burst draw5
Recursion2
Value engines6
Spot removal11
Stax & hate2
Protection2
Two-Color Powerhouse Lands (1)+3ⓘ
Two-Color Mana Base (no fixing needed)+3ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands2
Dual & shock lands1
Premium utility lands2
Utility lands5
Taplands2
Combat Damage Synergy: token package, 4 token doublers, 5 tribal lords, 3 evasion enablers+25ⓘ
Synergy pieces3
Win conditions1
Combat threats3
Drain effects1
Reanimation1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base75Threats56Speed47
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal17 cards
17 elf 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.