Commander
3.7±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(235 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Land ramp3
Other acceleration2
Tutors2
Draw engines1
Cantrips & burst draw7
Recursion2
Value engines3
Spot removal9
Board wipes1
Edict effects1
Protection1
Two-Color Mana Base (no fixing needed)+22ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Premium utility lands1
Utility lands4
Taplands7
Combat Damage Synergy: token swarm strategy, 1 token doubler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces3
Win conditions1
Combat threats3
Sacrifice outlets2
Token generators3
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base75Threats69Interaction56
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
Themes10 total
Aristocrats15 cards
15 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana14 cards
14 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.