Commander
3.6±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(234 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana5
Mana rocks2
Other acceleration7
Draw engines4
Recursion2
Value engines4
Spot removal2
Graveyard hate1
Edict effects1
Mono-Color Mana Base (no fixing needed)+19ⓘ
Mono-Color Powerhouse Lands (3)+13ⓘ
Mana Acceleration (14 sources)+4ⓘ
Utility lands3
Taplands2
Basic lands1
Swamp+24
Combat Damage Synergy: token swarm strategy+11ⓘ
Synergy pieces4
Win conditions2
Combat threats1
Sacrifice outlets1
Drain effects1
Reanimation2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Mana base70Speed67Threats67
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Artifacts Matter7 cards
7 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Storm7 cards
7 storm synergies. Chain spells for exponential value.
Blink/Flicker5 cards
5 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.