mind goblin

3.2±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Low confidence(191 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mono-Color Mana Base (no fixing needed)+28
Basic lands1
Combat Damage Synergy: token swarm strategy, 4 haste enablers, aristocrats engine, 1 damage multiplier+25
Win conditions1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.2 → Bracket 2
Mana base70Threats54Interaction48

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

Themes10 total

Go-Wide / Weenies16 cards

16 low-cost creatures. Swarm the board and pump for lethal attacks.

Goblin Tribal15 cards

15 goblin creatures detected. Tribal synergies can create powerful board states.

Token Strategy15 cards

15 token producers. Go-wide strategies can overwhelm opponents with numbers.

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.