Commander
3.2±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence191 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks4
Mana dorks4
Land ramp9
Other acceleration1
Commander Draw Engine (Sergeant John Benton provides card draw)+29ⓘ
Draw engines1
Cantrips & burst draw2
Recursion1
Spot removal7
Graveyard hate1
Board wipes4
Stax & hate1
Protection7
Other1
Two-Color Mana Base (no fixing needed)+17ⓘ
Mana Acceleration (19 sources)+9ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands1
+4
Utility lands5
+2
+2
+2
+2
+2
Taplands1
+2
Basic lands2
+16
+16
Combat Damage Synergy: token package, 1 haste enabler, aristocrats engine, 1 damage multiplier+17ⓘ
Synergy pieces9
Win conditions3
Combat threats5
Sacrifice outlets1
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Speed84Mana base75Interaction61
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Voltron (Commander)17 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.