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(246 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks3
Land ramp3
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Draw engines5
Recursion1
Value engines1
Spot removal5
Board wipes4
Stax & hate2
Protection3
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands6
Premium utility lands3
Utility lands5
Taplands7
Combat Damage Synergy: token package, 1 haste enabler, 6 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Combat threats9
Sacrifice outlets1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base86Interaction64Threats57
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
Themes9 total
Defenders/Walls21 cards
21 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 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.