Commander
3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(203 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (33% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks4
Land ramp7
Other acceleration2
Treasure generators1
Commander Draw Engine (Neyith of the Dire Hunt provides card draw)+15ⓘ
Tutors1
Draw engines4
Cantrips & burst draw4
Value engines5
Spot removal10
Stax & hate2
Protection2
Mana Acceleration (16 sources)+6ⓘ
Two-Color Powerhouse Lands (2)+5ⓘ
Dual & shock lands4
Utility lands8
Taplands3
Combat Damage Synergy: token swarm strategy, 3 token doublers, 3 haste enablers, 6 evasion enablers, 1 damage multiplier+25ⓘ
Synergy pieces1
Win conditions6
Combat threats9
Token generators1
Damage multipliers1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base75Threats66Consistency57
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
+1/+1 Counters24 cards
24 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana23 cards
23 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
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.