Commander
3.6±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(228 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (29% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks2
Land ramp2
Tutors1
Draw engines1
Cantrips & burst draw2
Scry & Surveil1
Recursion6
Value engines1
Spot removal2
Graveyard hate1
Board wipes2
Stax & hate4
Protection1
Mono-Color Mana Base (no fixing needed)+22ⓘ
Mono-Color Powerhouse Lands (1)+6ⓘ
Utility lands3
Taplands1
Basic lands1
Swamp+34
Combat Damage Synergy: 2 haste enablers, aristocrats engine+12ⓘ
Synergy pieces15
Win conditions1
Combat threats3
Sacrifice outlets4
Drain effects1
Token generators2
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Threats91Mana base70Interaction31
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats25 cards
25 sacrifice/death synergies. Drains opponents while generating value from deaths.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
Graveyard/Reanimator10 cards
10 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.