Commander
3.2±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(191 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks2
Land ramp3
Draw engines8
Cantrips & burst draw5
Recursion3
Value engines9
Spot removal8
Stax & hate2
Fetchlands4
Dual & shock lands2
Premium utility lands2
Utility lands1
Taplands8
Combat Damage Synergy: token swarm strategy, 3 token doublers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions2
Combat threats4
Sacrifice outlets3
Drain effects1
Token generators7
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base82Threats72Consistency71
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
+1/+1 Counters23 cards
23 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.