Commander
3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(185 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (58% CMC 0-2)+8ⓘ
Fast mana1
Land ramp20
Draw engines5
Cantrips & burst draw2
Recursion2
Value engines1
Spot removal3
Artifact/enchantment removal1
Graveyard hate1
Protection4
Mono-Color Mana Base (no fixing needed)+22ⓘ
Mana Acceleration (21 sources)+11ⓘ
Basic lands1
Forest+37
Combat Damage Synergy: 1 token doubler, 1 haste enabler, 1 evasion enabler, 1 damage multiplier+13ⓘ
Synergy pieces2
Combat threats2
Sacrifice outlets1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Speed84Mana base70Consistency38
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
Themes6 total
Voltron13 cards
13 equipment/auras. Stack these on your commander for one-shot commander damage kills.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
Aristocrats7 cards
7 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.