Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(238 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana6
Mana rocks2
Mana dorks2
Land ramp1
Other acceleration3
Low Land Count (11/29)+-45ⓘ
Tutors1
Draw engines11
Cantrips & burst draw4
Scry & Surveil1
Recursion7
Value engines1
Spot removal7
Board wipes3
Stax & hate2
Mono-Color Mana Base (no fixing needed)+76ⓘ
Mono-Color Powerhouse Lands (3)+13ⓘ
Mana Acceleration (14 sources)+4ⓘ
Low Land Count (11/29)+-45ⓘ
Dual & shock lands1
Utility lands7
Taplands2
Commander Synergy (2 groups)+8ⓘ
Combat Damage Synergy: token package, 1 evasion enabler+5ⓘ
Synergy pieces10
Win conditions1
Combat threats3
Sacrifice outlets2
Drain effects2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Game Changers→ Bracket 3
Threats80Speed71Mana base70
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats21 cards
21 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Graveyard/Reanimator10 cards
10 graveyard synergies. Use your graveyard as a second hand.
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.