Commander
3.3±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(195 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp7
Treasure generators2
Commander Draw Engine (Betor, Kin to All provides card draw)+15ⓘ
Tutors1
Draw engines7
Cantrips & burst draw2
Recursion2
Value engines2
Spot removal2
Stax & hate1
Mana Acceleration (13 sources)+3ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands1
Utility lands7
Taplands3
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Win conditions2
Combat threats7
Sacrifice outlets1
Token generators2
Reanimation3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base82Consistency57Threats55
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Defenders/Walls17 cards
17 defenders/walls. Build an impenetrable wall, then convert to damage.
Legends Matter12 cards
12 legendary synergies. Your legends grow stronger together.
Stompy / Big Mana12 cards
12 high-impact creatures. Ramp into massive threats that dominate the board.
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.