Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(246 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks4
Mana dorks1
Land ramp5
Other acceleration2
Draw engines7
Cantrips & burst draw3
Recursion1
Value engines4
Counterspells2
Mana Acceleration (13 sources)+3ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands3
Taplands4
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 evasion enabler+25ⓘ
Commander Synergy (2 groups)+13ⓘ
Synergy pieces8
Win conditions4
Combat threats4
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats82Mana base71Speed64
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
Themes8 total
+1/+1 Counters29 cards
29 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies22 cards
22 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.