Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(191 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (87% CMC 0-2)+15ⓘ
Fast mana4
Mana dorks3
Treasure generators2
Low Land Count (32/33)+-3ⓘ
Tutors1
Cantrips & burst draw9
Value engines1
Spot removal5
Stax & hate1
Mono-Color Mana Base (no fixing needed)+20ⓘ
Low Land Count (32/33)+-3ⓘ
Fetchlands1
Premium utility lands1
Utility lands10
Taplands2
Basic lands1
Mountain+18
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 1 evasion enabler, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces3
Drain effects2
Token generators6
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base70Speed59Threats51
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
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Burn16 cards
16 damage dealers. Burn opponents down with direct damage.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.