Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(226 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks5
Land ramp1
Other acceleration3
Tutors1
Draw engines1
Cantrips & burst draw5
Value engines1
Counterspells4
Spot removal5
Artifact/enchantment removal1
Graveyard hate1
Protection3
Two-Color Mana Base (no fixing needed)+7ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands3
Utility lands3
Taplands7
Combat Damage Synergy: 1 haste enabler, 3 damage multipliers+14ⓘ
Synergy pieces4
Win conditions2
Combat threats2
Drain effects1
Token generators2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Mana base75Threats65Interaction52
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
Themes5 total
Storm11 cards
11 storm synergies. Chain spells for exponential value.
Burn10 cards
10 damage dealers. Burn opponents down with direct damage.
Stompy / Big Mana7 cards
7 high-impact creatures. Ramp into massive threats that dominate the board.
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.