Commander
3.4±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(209 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks5
Mana dorks2
Other acceleration3
Tutors1
Draw engines4
Cantrips & burst draw6
Recursion2
Value engines2
Spot removal7
Artifact/enchantment removal1
Board wipes1
Stax & hate1
Protection3
Two-Color Powerhouse Lands (2)+4ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands4
Dual & shock lands2
Premium utility lands1
Utility lands5
Taplands8
Combat Damage Synergy: token swarm strategy, 2 extra combats, 3 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces1
Win conditions1
Combat threats4
Drain effects1
Token generators3
Reanimation1
Extra turns1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base82Threats58Consistency50
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Artifacts Matter12 cards
12 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Aggro9 cards
9 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.