Commander
3.8±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(251 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks5
Mana dorks2
Land ramp3
Treasure generators1
Tutors1
Draw engines7
Cantrips & burst draw1
Value engines6
Spot removal10
Board wipes2
Stax & hate4
Protection1
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands2
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces2
Win conditions3
Combat threats6
Sacrifice outlets1
Drain effects1
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats82Mana base75Speed64
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Infect33 cards
33 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro23 cards
23 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Proliferate15 cards
15 proliferate effects. Multiply all your counters at once.
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.