Commander
3.4±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(212 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks5
Land ramp8
Other acceleration7
Treasure generators1
Draw engines5
Cantrips & burst draw6
Counterspells3
Spot removal7
Board wipes2
Protection1
Mana Acceleration (21 sources)+11ⓘ
Dual & shock lands7
Premium utility lands4
Utility lands11
Taplands1
Basic lands1
Forest+15
Combat Damage Synergy: token swarm strategy, 8 token doublers, 1 evasion enabler+25ⓘ
Commander Synergy (1 groups)+10ⓘ
Synergy pieces7
Win conditions3
Combat threats7
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base89Threats81Speed74
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
Themes10 total
+1/+1 Counters28 cards
28 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 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.