Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(191 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (60% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Treasure generators2
Commander Draw Engine (Gix, Yawgmoth Praetor provides card draw)+15ⓘ
Draw engines1
Cantrips & burst draw4
Recursion4
Value engines2
Spot removal7
Board wipes1
Stax & hate1
Protection4
Mono-Color Mana Base (no fixing needed)+19ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Utility lands6
Taplands3
Basic lands1
Swamp+27
Combat Damage Synergy: aristocrats engine+8ⓘ
Win conditions5
Combat threats3
Sacrifice outlets1
Drain effects1
Token generators2
Reanimation2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base70Consistency51Interaction49
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies23 cards
23 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Unblockable / Evasion14 cards
14 evasion cards. Creatures that can't be blocked deal guaranteed 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.