Commander
3.4±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(209 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (30% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks3
Land ramp8
Other acceleration1
Treasure generators1
Commander Draw Engine (Flubs, the Fool provides card draw)+10ⓘ
Draw engines3
Cantrips & burst draw3
Recursion2
Graveyard hate1
Board wipes1
Stax & hate3
Protection3
Mana Acceleration (14 sources)+4ⓘ
High Land Count (52)+-10ⓘ
Fetchlands2
Premium utility lands1
Taplands7
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces3
Win conditions2
Drain effects2
Token generators3
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base66Consistency64Speed54
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Landfall15 cards
15 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
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.