Commander
3.7±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(244 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (32% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks1
Mana dorks4
Land ramp11
Other acceleration5
Tutors2
Draw engines3
Cantrips & burst draw1
Recursion2
Value engines4
Spot removal3
Stax & hate2
Protection2
Mono-Color Mana Base (no fixing needed)+15ⓘ
Mana Acceleration (23 sources)+13ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Utility lands1
Taplands4
Basic lands1
Forest+31
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+12ⓘ
Synergy pieces8
Win conditions3
Combat threats1
Token generators2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed85Mana base70Threats53
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Stompy / Big Mana19 cards
19 high-impact creatures. Ramp into massive threats that dominate the board.
Landfall15 cards
15 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
Token Strategy7 cards
7 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.