Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(194 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (35% CMC 5+)+-10ⓘ
Mana rocks29
Draw engines2
Cantrips & burst draw10
Wheels1
Counterspells1
Spot removal6
Graveyard hate3
Mana Acceleration (38 sources)+15ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands2
Premium utility lands4
Utility lands3
Taplands3
Win conditions1
Combat threats1
Drain effects1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base77Speed69Interaction44
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
Themes4 total
Artifacts Matter16 cards
16 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Storm5 cards
5 storm synergies. Chain spells for exponential value.
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.