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(246 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks5
Land ramp1
Other acceleration1
Treasure generators2
Tutors1
Draw engines3
Cantrips & burst draw4
Value engines6
Spot removal8
Board wipes2
Protection5
Two-Color Mana Base (no fixing needed)+10ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands2
Utility lands6
Taplands7
Combat Damage Synergy: 4 extra combats, 4 haste enablers, 1 evasion enabler, aristocrats engine, 7 damage multipliers+25ⓘ
Synergy pieces8
Win conditions1
Combat threats1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base75Speed59Interaction59
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Voltron15 cards
15 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Human Tribal9 cards
9 human creatures detected. Tribal synergies can create powerful board states.
Aristocrats8 cards
8 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.