Commander
3.3±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence195 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Fast mana1
Mana rocks4
Mana dorks6
Land ramp2
Other acceleration1
Other acceleration1
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Draw engines5
Cantrips & burst draw2
Recursion4
Value engines2
Synergy support5
Other1
Spot removal7
Board wipes3
Edict effects1
Protection3
Other1
Mana Acceleration (14 sources)+2ⓘ
Fetchlands2
+8
+5
Dual & shock lands3
+4
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands5
+2
+2
+2
+2
+2
Taplands7
+3
+3
+3
+2
+2
+2
+2
Basic lands3
+6
+7
+5
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 5 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces6
Win conditions1
Combat threats14
Drain effects6
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.3 (Bracket 2)+Game Changers→ Bracket 3
Threats87Mana base83Interaction57
✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Defenders/Walls22 cards
22 defenders/walls. Build an impenetrable wall, then convert to damage.
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Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.