Commander
3.9±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(256 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks2
Land ramp2
Other acceleration1
Tutors2
Draw engines1
Cantrips & burst draw3
Recursion1
Spot removal6
Board wipes1
Stax & hate4
Two-Color Powerhouse Lands (4)+15ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands2
Utility lands3
Taplands2
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions2
Combat threats4
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 3.9 (Bracket 2)+Game Changers→ Bracket 3
Mana base85Interaction82Threats74
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
+1/+1 Counters23 cards
23 counter synergies. Grow your creatures over time for massive threats.
Human Tribal17 cards
17 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies15 cards
15 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.