Commander
3.4±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(209 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (67% CMC 0-2)+15ⓘ
Mana rocks2
Land ramp6
Other acceleration2
Treasure generators1
Draw engines3
Cantrips & burst draw6
Recursion2
Counterspells6
Spot removal9
Protection2
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands8
Premium utility lands4
Utility lands4
Taplands6
Combat Damage Synergy: token swarm strategy, 7 token doublers, 3 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy (2 groups)+13ⓘ
Combo pieces1
Synergy pieces3
Win conditions4
Combat threats8
Reanimation2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base87Threats72Interaction69
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters29 cards
29 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.