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(206 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (32% CMC 5+)+-10ⓘ
Mana rocks30
Draw engines3
Cantrips & burst draw11
Wheels1
Counterspells2
Spot removal6
Graveyard hate3
Mana Acceleration (38 sources)+15ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands3
Premium utility lands4
Utility lands2
Win conditions1
Combat threats1
Drain effects1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base80Speed64Interaction53
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
Themes4 total
Artifacts Matter18 cards
18 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Burn5 cards
5 damage dealers. Burn opponents down with direct damage.
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.