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
Mana rocks8
Mana dorks1
Land ramp5
Treasure generators3
Draw engines5
Cantrips & burst draw5
Recursion3
Value engines4
Spot removal7
Board wipes3
Stax & hate1
Protection3
Mana Acceleration (15 sources)+5ⓘ
Two-Color Mana Base (no fixing needed)+1ⓘ
Fetchlands2
Premium utility lands2
Utility lands10
Taplands3
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces1
Win conditions2
Combat threats3
Sacrifice outlets1
Token generators6
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.8 (Bracket 2)+Game Changers→ Bracket 3
Threats78Mana base75Consistency56
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Artifacts Matter27 cards
27 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.