Commander
3.3±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(200 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Low Land Count (4/35)+-78ⓘ
Draw engines8
Cantrips & burst draw2
Recursion2
Spot removal7
Stax & hate2
Protection2
Mono-Color Mana Base (no fixing needed)+136ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Low Land Count (4/35)+-78ⓘ
Dual & shock lands1
Utility lands2
Taplands1
Combat Damage Synergy: token swarm strategy, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces7
Win conditions1
Combat threats5
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Threats83Mana base70Interaction61
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aggro11 cards
11 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.