Commander
3.2±0.9
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Low confidence(194 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Land ramp3
Other acceleration3
Tutors1
Draw engines6
Cantrips & burst draw2
Recursion3
Value engines11
Other3
Spot removal5
Protection6
Other1
Mono-Color Powerhouse Lands (4)+12ⓘ
Fetchlands2
Dual & shock lands1
Utility lands14
Taplands4
Basic lands1
Forest+16
Combat Damage Synergy: token swarm strategy, 5 token doublers, 2 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces9
Win conditions1
Combat threats3
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats85Mana base83Consistency76
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
Themes7 total
+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Stompy / Big Mana9 cards
9 high-impact creatures. Ramp into massive threats that dominate the board.
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.