Commander
3.5±0.7
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Low confidence(218 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks7
Land ramp1
Other acceleration1
Treasure generators1
Tutors1
Draw engines3
Cantrips & burst draw11
Recursion4
Value engines8
Counterspells6
Spot removal5
Board wipes3
Stax & hate1
Protection4
Two-Color Mana Base (no fixing needed)+9ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands3
Taplands6
Combat Damage Synergy: 2 extra combats+12ⓘ
Synergy pieces8
Win conditions2
Combat threats1
Drain effects1
Token generators1
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.5 (Bracket 2)+Game Changers→ Bracket 3
Consistency84Interaction81Mana base75
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Storm11 cards
11 storm synergies. Chain spells for exponential value.
Tap / Untap10 cards
10 tap/untap synergies. Generate extra value from activated abilities.
Graveyard/Reanimator9 cards
9 graveyard synergies. Use your graveyard as a second hand.
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.