Commander
No commander provided3.2±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(193 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks7
Land ramp5
Other acceleration1
Draw engines6
Cantrips & burst draw3
Recursion1
Other3
Spot removal5
Board wipes5
Stax & hate1
Protection4
Mana Acceleration (15 sources)+5ⓘ
Fetchlands3
+8
+7
+5
Dual & shock lands6
+4
+4
+4
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands3
+2
+2
+2
Basic lands3
+6
+5
+4
Combat Damage Synergy: token package, 1 haste enabler, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces5
Win conditions4
Combat threats14
Drain effects1
Token generators2
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base86Threats78Interaction68
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Defenders/Walls21 cards
21 defenders/walls. Build an impenetrable wall, then convert to damage.
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Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.