Commander
3.2±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(192 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Land ramp2
Treasure generators1
Tutors1
Draw engines2
Cantrips & burst draw2
Recursion1
Value engines2
Spot removal3
Board wipes1
Two-Color Mana Base (no fixing needed)+32ⓘ
Utility lands3
Taplands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, aristocrats engine+25ⓘ
Synergy pieces5
Win conditions1
Combat threats2
Sacrifice outlets2
Drain effects2
Token generators11
Damage multipliers1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats91Mana base75Interaction16
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats24 cards
24 sacrifice/death synergies. Drains opponents while generating value from deaths.
Horror Tribal18 cards
18 horror creatures detected. Tribal synergies can create powerful board states.
Token Strategy17 cards
17 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.