Commander
3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(191 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana rocks2
Mana dorks1
Land ramp2
Tutors3
Draw engines1
Cantrips & burst draw6
Recursion1
Value engines4
Spot removal4
Stax & hate1
Protection1
Fetchlands2
Utility lands1
Taplands4
Synergy pieces2
Win conditions6
Combat threats2
Sacrifice outlets1
Drain effects1
Token generators1
Reanimation1
Damage multipliers7
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats82Mana base47Consistency37
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
Themes7 total
Infect24 cards
24 infect/poison cards. Win with 10 poison counters instead of 40 damage.
-1/-1 Counters24 cards
24 -1/-1 counter cards. Weaken and wither opponent creatures.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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.