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(250 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks3
Land ramp2
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Draw engines5
Cantrips & burst draw1
Value engines2
Spot removal6
Board wipes3
Stax & hate1
Protection3
Fetchlands2
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands7
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 5 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces3
Combat threats9
Sacrifice outlets1
Drain effects1
Token generators3
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
Mana base82Threats73Interaction58
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Defenders/Walls21 cards
21 defenders/walls. Build an impenetrable wall, then convert to damage.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.