Commander
3.1±0.7
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(184 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks5
Land ramp4
Draw engines6
Cantrips & burst draw2
Recursion5
Value engines11
Other3
Spot removal6
Board wipes2
Stax & hate1
Protection1
Other2
Fetchlands3
Dual & shock lands3
Premium utility lands3
Utility lands10
Taplands5
Combat Damage Synergy: token swarm strategy, 4 token doublers, aristocrats engine+25ⓘ
Commander Synergy (2 groups)+10ⓘ
Synergy pieces5
Combat threats3
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Mana base85Consistency68Threats68
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters25 cards
25 counter synergies. Grow your creatures over time for massive threats.
Legends Matter10 cards
10 legendary synergies. Your legends grow stronger together.
Mill8 cards
8 mill effects. Empty opponent libraries or fuel your graveyard.
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.