Commander
3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(178 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (28% CMC 5+)+-10ⓘ
Fast mana2
Mana dorks1
Land ramp1
Other acceleration1
Treasure generators1
Draw engines4
Cantrips & burst draw3
Recursion2
Value engines1
Spot removal11
Board wipes1
Stax & hate1
Two-Color Mana Base (no fixing needed)+26ⓘ
Premium utility lands1
Utility lands5
Taplands5
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+24ⓘ
Synergy pieces2
Win conditions3
Combat threats2
Sacrifice outlets2
Drain effects1
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base75Threats55Consistency43
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Infect23 cards
23 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Proliferate13 cards
13 proliferate effects. Multiply all your counters at once.
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.