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(252 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (65% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Land ramp1
Other acceleration2
Draw engines5
Recursion3
Value engines5
Counterspells1
Spot removal5
Board wipes1
Protection7
Two-Color Powerhouse Lands (1)+4ⓘ
Dual & shock lands3
Premium utility lands3
Utility lands9
Taplands2
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler, aristocrats engine, 6 damage multipliers+25ⓘ
Synergy pieces7
Combat threats2
Drain effects1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Mana base76Threats64Consistency63
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Voltron18 cards
18 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.