Commander
3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(190 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Draw engines3
Recursion1
Value engines4
Spot removal3
Board wipes2
Stax & hate3
Protection2
Two-Color Mana Base (no fixing needed)+24ⓘ
Fetchlands2
Premium utility lands1
Taplands1
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces3
Win conditions3
Combat threats2
Drain effects3
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Threats78Mana base75Interaction37
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
Themes3 total
Burn9 cards
9 damage dealers. Burn opponents down with direct damage.
Blink/Flicker5 cards
5 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Artifacts Matter4 cards
4 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.