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(236 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (42% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Commander Draw Engine (Aesi, Tyrant of Gyre Strait provides card draw)+10ⓘ
Commander Synergy (1 groups)+3ⓘ
Draw engines3
Cantrips & burst draw6
Recursion2
Value engines2
Counterspells2
Spot removal11
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+5ⓘ
Mana Acceleration (12 sources)+2ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
Premium utility lands1
Utility lands4
Taplands7
Combat Damage Synergy: token package+4ⓘ
Synergy pieces3
Combat threats2
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Mana base75Consistency62Interaction58
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
Themes8 total
Stompy / Big Mana21 cards
21 high-impact creatures. Ramp into massive threats that dominate the board.
Blink/Flicker11 cards
11 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Bounce10 cards
10 bounce effects. Return permanents to hand for tempo advantage.
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.