Commander
3.7±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(240 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana dorks15
Land ramp3
Other acceleration2
Treasure generators2
Draw engines10
Cantrips & burst draw1
Recursion2
Value engines6
Spot removal5
Artifact/enchantment removal1
Graveyard hate3
Stax & hate5
Protection1
Other1
Two-Color Mana Base (no fixing needed)+17ⓘ
Mana Acceleration (24 sources)+14ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Utility lands4
Combat Damage Synergy: token swarm strategy, 7 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces9
Drain effects1
Token generators1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Mass Land Denial→ Bracket 4
Mana base75Speed70Consistency60
✓
Mass land denial (1)
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies21 cards
21 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana21 cards
21 high-impact creatures. Ramp into massive threats that dominate the board.
Legends Matter15 cards
15 legendary synergies. Your legends grow stronger together.
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.