Commander
3.7±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(239 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Tight Curve (70% CMC 0-2)+15ⓘ
Commander Synergy (1 groups)+1ⓘ
Fast mana2
Mana rocks3
Mana dorks3
Land ramp10
Other acceleration4
Treasure generators1
Commander Synergy (1 groups)+1ⓘ
Draw engines7
Cantrips & burst draw7
Value engines17
Counterspells5
Spot removal6
+5
+4
Graveyard hate1
Board wipes1
Protection7
Mana Acceleration (22 sources)+12ⓘ
Fetchlands1
+8
Dual & shock lands5
+6
+5
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands10
+3
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands1
+2
Basic lands2
+7
+7
Combat Damage Synergy: token swarm strategy, 7 token doublers, 3 evasion enablers+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Combo pieces1
Synergy pieces6
Win conditions3
Combat threats4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Game Changers→ Bracket 3
Speed87Interaction84Mana base83
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters32 cards
32 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.