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(238 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (58% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Mana dorks1
Land ramp6
Treasure generators1
Glass Cannon (high ramp, low draw)+-10ⓘ
Cantrips & burst draw2
Spot removal4
Board wipes1
Stax & hate1
Protection2
Mana Acceleration (13 sources)+3ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands3
Utility lands4
Taplands8
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces9
Win conditions5
Combat threats6
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats90Mana base76Speed68
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
Go-Wide / Weenies23 cards
23 low-cost creatures. Swarm the board and pump for lethal attacks.
Cat Tribal15 cards
15 cat creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
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.