Commander
3.6±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(234 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (30% CMC 5+)+-10ⓘ
Fast mana3
Mana dorks7
Land ramp6
Other acceleration8
Tutors1
Draw engines9
Cantrips & burst draw4
Recursion1
Value engines2
Spot removal4
Artifact/enchantment removal1
Board wipes1
Stax & hate2
Mono-Color Mana Base (no fixing needed)+18ⓘ
Mana Acceleration (25 sources)+15ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Utility lands1
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 7 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces15
Win conditions1
Combat threats3
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.6 (Bracket 2)+Game Changers→ Bracket 3
Threats78Speed75Mana base70
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stompy / Big Mana20 cards
20 high-impact creatures. Ramp into massive threats that dominate the board.
Aggro9 cards
9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Druid Tribal8 cards
8 druid creatures detected. Tribal synergies can create powerful board states.
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.