Commander
3.7±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(240 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks1
Mana dorks4
Land ramp7
Other acceleration4
Tutors1
Draw engines2
Cantrips & burst draw2
Value engines2
Counterspells1
Spot removal2
Artifact/enchantment removal1
Graveyard hate2
Protection3
Mono-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (19 sources)+9ⓘ
Mono-Color Powerhouse Lands (2)+7ⓘ
Premium utility lands1
Utility lands3
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 haste enabler, 3 evasion enablers+25ⓘ
Synergy pieces2
Win conditions1
Combat threats3
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed87Mana base70Threats62
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Storm (Commander)1 cards
Commander rewards casting many spells in a single turn.
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.