Commander
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(205 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks5
Land ramp5
Other acceleration1
Tutors1
Draw engines5
Cantrips & burst draw4
Value engines1
Spot removal2
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+25ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Utility lands4
Taplands4
Combat Damage Synergy: token swarm strategy, aristocrats engine+25ⓘ
Synergy pieces16
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Threats85Mana base75Consistency35
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Token Strategy20 cards
20 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
+1/+1 Counters6 cards
6 counter synergies. Grow your creatures over time for massive threats.
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.