Commander
3.5±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(224 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Mana rocks6
Mana dorks2
Land ramp5
Other acceleration2
Draw engines3
Cantrips & burst draw4
Value engines6
Counterspells1
Spot removal8
Graveyard hate1
Protection4
Mana Acceleration (15 sources)+5ⓘ
Dual & shock lands5
Premium utility lands2
Utility lands12
Taplands1
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler+9ⓘ
Synergy pieces2
Win conditions2
Combat threats2
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Mana base81Speed59Consistency49
0.5 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker13 cards
13 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
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.