Commander
3.4±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Low confidence(209 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana2
Land ramp1
Treasure generators2
Low Land Count (33/35)+-5ⓘ
Cantrips & burst draw1
Scry & Surveil1
Recursion3
Value engines1
Spot removal4
Graveyard hate1
Land destruction1
Board wipes3
Two-Color Mana Base (no fixing needed)+32ⓘ
Two-Color Powerhouse Lands (1)+3ⓘ
Low Land Count (33/35)+-5ⓘ
Fetchlands1
Dual & shock lands1
Utility lands2
Taplands2
Combat Damage Synergy: token package, aristocrats engine+13ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+2.8ⓘ
Synergy pieces2
Win conditions1
Sacrifice outlets4
Drain effects1
Token generators3
Extra turns1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 3.4 (Bracket 2)+Mass Land Denial→ Bracket 4
Mana base75Threats64Interaction52
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Game changers 1
✓
Mass land denial (1)
✓
Extra turns (1)
✕2-card combo — none
Themes6 total
Burn22 cards
22 damage dealers. Burn opponents down with direct damage.
Aristocrats14 cards
14 sacrifice/death synergies. Drains opponents while generating value from deaths.
Goblin Tribal11 cards
11 goblin creatures detected. Tribal synergies can create powerful board states.
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.