Commander
3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(180 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks2
Mana dorks4
Land ramp1
Other acceleration3
Treasure generators1
Draw engines1
Cantrips & burst draw1
Value engines4
Spot removal3
Protection2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 3 evasion enablers+25ⓘ
Synergy pieces2
Win conditions1
Combat threats5
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base82Threats66Speed34
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
+1/+1 Counters30 cards
30 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana11 cards
11 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.