Commander
3.7±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(235 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks3
Land ramp2
Low Land Count (30/32)+-5ⓘ
Draw engines5
Cantrips & burst draw2
Value engines4
Other1
Spot removal7
Graveyard hate1
Protection3
Other1
Two-Color Mana Base (no fixing needed)+8ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Low Land Count (30/32)+-5ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands2
Utility lands5
Taplands4
Other1
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces8
Win conditions2
Combat threats4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Threats83Mana base75Interaction42
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters10 cards
10 counter synergies. Grow your creatures over time for massive threats.
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.