Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(246 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Draw engines2
Cantrips & burst draw10
Counterspells4
Spot removal3
Graveyard hate1
Protection4
Mana Acceleration (24 sources)+14ⓘ
Two-Color Mana Base (no fixing needed)+10ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands2
Utility lands1
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25ⓘ
2 extra turn effects+10ⓘ
Synergy pieces2
Combat threats1
Sacrifice outlets1
Drain effects1
Extra turns1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base75Threats71Interaction65
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✓
Extra turns (2)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes5 total
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Artifacts Matter6 cards
6 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Voltron6 cards
6 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.