Commander
3.5±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(219 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (30% CMC 5+)+-10ⓘ
Fast mana1
Mana dorks3
Land ramp7
Other acceleration3
Treasure generators1
Tutors1
Draw engines4
Cantrips & burst draw5
Spot removal4
Graveyard hate1
Board wipes1
Stax & hate1
Protection3
Mono-Color Mana Base (no fixing needed)+6ⓘ
Mana Acceleration (15 sources)+5ⓘ
Mono-Color Powerhouse Lands (1)+3ⓘ
Fetchlands1
Utility lands5
Taplands3
Basic lands1
Forest+30
Combat Damage Synergy: token package, 4 token doublers, 2 evasion enablers+25ⓘ
Synergy pieces4
Win conditions5
Combat threats7
Sacrifice outlets1
Damage multipliers1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Threats71Mana base70Speed53
0.5 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters30 cards
30 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana21 cards
21 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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.