Commander
3.8±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(248 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana4
Mana rocks3
Other acceleration1
Glass Cannon (high ramp, low draw)+-10ⓘ
Low Land Count (30/32)+-5ⓘ
Tutors1
Cantrips & burst draw1
Recursion2
Value engines1
Spot removal9
Artifact/enchantment removal1
Board wipes3
Stax & hate1
Two-Color Mana Base (no fixing needed)+18ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Low Land Count (30/32)+-5ⓘ
Dual & shock lands5
Premium utility lands2
Utility lands4
Taplands1
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Combo pieces1
Synergy pieces10
Win conditions2
Combat threats1
Reanimation1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats83Speed79Mana base75
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Token Strategy22 cards
22 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Aristocrats14 cards
14 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.