Commander
3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(214 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Land ramp1
Other acceleration1
Treasure generators2
Tutors2
Draw engines5
Cantrips & burst draw8
Recursion1
Value engines2
Spot removal5
Graveyard hate2
Stax & hate1
Two-Color Mana Base (no fixing needed)+19ⓘ
Fetchlands2
Utility lands2
Taplands3
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces2
Sacrifice outlets3
Drain effects3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base75Threats61Consistency57
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
Themes9 total
Aristocrats14 cards
14 sacrifice/death synergies. Drains opponents while generating value from deaths.
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.