Commander
3.9±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(256 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (25% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks2
Mana dorks1
Land ramp5
Other acceleration1
Tutors1
Draw engines2
Cantrips & burst draw1
Value engines1
Spot removal3
Stax & hate1
Dual & shock lands4
Utility lands2
Taplands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 haste enabler, 6 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces1
Win conditions5
Combat threats8
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.9 → Bracket 2
Threats95Mana base53Interaction44
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
Themes10 total
Token Strategy21 cards
21 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro14 cards
14 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.