Commander
3.0±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Low confidence(172 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tutors1
Cantrips & burst draw4
Value engines1
Spot removal5
Stax & hate4
Protection1
Mono-Color Mana Base (no fixing needed)+33ⓘ
Basic lands1
Swamp+37
Combat Damage Synergy: token package, aristocrats engine+13ⓘ
Synergy pieces1
Win conditions1
Sacrifice outlets5
Drain effects4
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.0 → Bracket 2
Mana base70Threats62Interaction32
Right at the Bracket 2 threshold
1.5 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
Aristocrats13 cards
13 sacrifice/death synergies. Drains opponents while generating value from deaths.
Lifegain12 cards
12 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.