Commander
3.4±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(209 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Land ramp2
Treasure generators2
Tutors2
Draw engines2
Cantrips & burst draw2
Value engines4
Spot removal7
Graveyard hate1
Stax & hate1
Protection1
Two-Color Mana Base (no fixing needed)+22ⓘ
Utility lands7
Taplands8
Combat Damage Synergy: token swarm strategy, 1 extra combat, 3 haste enablers, 1 evasion enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions2
Combat threats3
Token generators8
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base75Threats73Consistency47
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
+1/+1 Counters11 cards
11 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.