Commander
No commander provided3.1±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(177 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks5
Mana dorks4
Tutors1
Draw engines2
Cantrips & burst draw3
Value engines4
Spot removal6
Graveyard hate1
Board wipes1
Stax & hate1
Protection2
Mana Acceleration (18 sources)+8ⓘ
Fetchlands2
Premium utility lands2
Utility lands5
Taplands9
Combat Damage Synergy: token package, 1 token doubler, 4 haste enablers, 2 evasion enablers+25ⓘ
Combat threats7
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 base74Speed65Threats50
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
Themes8 total
+1/+1 Counters30 cards
30 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro10 cards
10 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.