Commander
3.3±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(197 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks4
Other acceleration2
Draw engines2
Cantrips & burst draw7
Recursion2
Counterspells2
Spot removal3
Protection2
Two-Color Mana Base (no fixing needed)+11ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands3
Utility lands6
Taplands1
Combat Damage Synergy: 1 haste enabler, 2 evasion enablers+8ⓘ
1 extra turn effect+5ⓘ
Synergy pieces3
Combat threats1
Drain effects1
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base75Consistency58Threats38
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes7 total
Storm15 cards
15 storm synergies. Chain spells for exponential value.
Wizard Tribal12 cards
12 wizard creatures detected. Tribal synergies can create powerful board states.
Spellslinger10 cards
10 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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.