Commander
3.3±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(195 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks4
Mana dorks2
Land ramp8
Draw engines3
Cantrips & burst draw1
Recursion2
Value engines1
Spot removal4
Board wipes3
Protection2
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands7
Taplands4
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, 1 damage multiplier+19ⓘ
Synergy pieces1
Combat threats5
Sacrifice outlets2
Token generators1
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base80Speed52Interaction44
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
Themes8 total
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Defenders/Walls14 cards
14 defenders/walls. Build an impenetrable wall, then convert to damage.
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.