Commander
3.9±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(257 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana dorks3
Land ramp4
Other acceleration2
Treasure generators1
Commander Draw Engine (Yarus, Roar of the Old Gods provides card draw)+13ⓘ
Tutors2
Draw engines6
Cantrips & burst draw1
Value engines2
Spot removal2
Board wipes2
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+5ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands6
Taplands6
Combat Damage Synergy: token package, 1 extra combat, 1 haste enabler, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Win conditions1
Combat threats3
Sacrifice outlets2
Group slug1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.9 → Bracket 2
Mana base75Consistency53Threats53
0.9 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Morph23 cards
23 morph creatures. Hide your threats face-down for surprise reveals.
+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies12 cards
12 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.