Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(238 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks5
Mana dorks3
Other acceleration2
Treasure generators2
Tutors1
Cantrips & burst draw6
Value engines4
Spot removal3
Board wipes2
Stax & hate1
Protection4
Mono-Color Mana Base (no fixing needed)+22ⓘ
Mana Acceleration (14 sources)+4ⓘ
Utility lands6
Taplands1
Basic lands1
Mountain+30
Combat Damage Synergy: 3 extra combats, 2 haste enablers, aristocrats engine, 5 damage multipliers+25ⓘ
Combo pieces1
Synergy pieces18
Combat threats1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats81Mana base70Speed64
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Voltron30 cards
30 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Artifacts Matter8 cards
8 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.