Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(236 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (72% CMC 0-2)+15ⓘ
Fast mana2
Mana rocks1
Mana dorks6
Land ramp3
Other acceleration1
Commander Draw Engine (Sergeant John Benton provides card draw)+29ⓘ
Draw engines1
Cantrips & burst draw1
Recursion1
Spot removal7
Artifact/enchantment removal1
Stax & hate3
Protection9
Other1
Two-Color Mana Base (no fixing needed)+6ⓘ
Mana Acceleration (13 sources)+3ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands9
Taplands5
Combat Damage Synergy: 1 haste enabler, 6 damage multipliers+25ⓘ
Synergy pieces2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base75Speed74Interaction62
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
Themes7 total
Voltron15 cards
15 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aggro8 cards
8 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Lifegain7 cards
7 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.