Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(252 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (29% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks5
Mana dorks1
Land ramp2
Other acceleration2
Treasure generators2
Draw engines4
Cantrips & burst draw3
Recursion1
Value engines5
Counterspells2
Spot removal5
Board wipes2
Stax & hate1
Protection5
Two-Color Mana Base (no fixing needed)+31ⓘ
Mana Acceleration (11 sources)+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Premium utility lands1
Utility lands2
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+18ⓘ
Combo pieces1
Synergy pieces1
Win conditions2
Combat threats7
Drain effects1
Token generators7
Reanimation1
Clone effects1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats84Mana base75Speed46
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aggro19 cards
19 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana18 cards
18 high-impact creatures. Ramp into massive threats that dominate the board.
Ninjutsu15 cards
15 ninja synergies. Sneak ninjas into combat for devastating triggers.
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.