Commander
3.2±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(189 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks3
Mana dorks3
Land ramp3
Other acceleration2
Tutors1
Draw engines6
Cantrips & burst draw7
Counterspells5
Spot removal13
Board wipes3
Stax & hate5
Protection2
Mana Acceleration (14 sources)+4ⓘ
Fetchlands2
Dual & shock lands4
Premium utility lands3
Utility lands8
Taplands4
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces2
Win conditions5
Combat threats8
Drain effects2
Token generators2
Reanimation1
Clone effects1
Damage multipliers2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.2 (Bracket 2)+Game Changers→ Bracket 3
Interaction88Threats85Mana base83
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect39 cards
39 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Proliferate22 cards
22 proliferate effects. Multiply all your counters at once.
Aggro19 cards
19 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.