Commander
3.5±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(223 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks4
Mana dorks3
Land ramp8
Other acceleration1
Treasure generators1
Draw engines5
Cantrips & burst draw3
Counterspells2
Spot removal7
Board wipes1
Stax & hate1
Protection4
Mana Acceleration (17 sources)+7ⓘ
Fetchlands5
Dual & shock lands9
Premium utility lands4
Utility lands9
Taplands2
Combat Damage Synergy: token swarm strategy, 5 token doublers, 3 haste enablers, 2 evasion enablers+25ⓘ
Combo pieces1
Synergy pieces2
Win conditions2
Combat threats6
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.5 (Bracket 2)+Game Changers→ Bracket 3
Mana base94Speed71Interaction67
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters23 cards
23 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 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.