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(190 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks4
Land ramp1
Other acceleration5
Tutors3
Draw engines5
Cantrips & burst draw7
Recursion2
Counterspells2
Spot removal5
Board wipes2
Mana Acceleration (13 sources)+3ⓘ
Dual & shock lands3
Premium utility lands3
Utility lands7
Taplands10
Combat Damage Synergy: token package, 1 token doubler, 2 haste enablers, 2 evasion enablers, 1 damage multiplier+22ⓘ
Synergy pieces3
Win conditions2
Combat threats2
Token generators1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base79Consistency75Speed57
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Artifacts Matter29 cards
29 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Storm16 cards
16 storm synergies. Chain spells for exponential value.
+1/+1 Counters10 cards
10 counter synergies. Grow your creatures over time for massive threats.
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.