Commander
4.0±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence263 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks7
Mana dorks1
Land ramp3
Commander Synergy (1 groups)+1ⓘ
Draw engines3
Cantrips & burst draw4
Recursion7
+3
Value engines5
Other1
Spot removal12
Graveyard hate1
Board wipes2
Stax & hate2
Protection3
Mana Acceleration (13 sources)+3ⓘ
Dual & shock lands2
+5
+4
Premium utility lands5
+6
+6
+5
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+8
+9
Combat Damage Synergy: token package, aristocrats engine+17ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces11
Win conditions2
Combat threats7
Sacrifice outlets2
Drain effects4
Reanimation3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.0 → Bracket 2
Threats83Mana base77Interaction68
1.0 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Artifacts Matter12 cards
12 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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Infect12 cards
12 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.