Commander
3.9±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(259 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks6
Mana dorks2
Land ramp3
Treasure generators1
Tutors1
Draw engines6
Cantrips & burst draw3
Value engines6
Spot removal12
Board wipes2
Stax & hate3
Protection1
Mana Acceleration (13 sources)+3ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands4
Utility lands2
Taplands3
Combat Damage Synergy: token package, 1 token doubler, 2 evasion enablers, aristocrats engine+24ⓘ
Combo pieces1
Synergy pieces3
Win conditions3
Combat threats4
Sacrifice outlets1
Drain effects1
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.9 (Bracket 2)+Game Changers→ Bracket 3
Threats83Mana base80Speed67
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Infect33 cards
33 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Proliferate19 cards
19 proliferate effects. Multiply all your counters at once.
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.