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(209 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks1
Land ramp10
Treasure generators1
Tutors2
Cantrips & burst draw2
Recursion2
Value engines3
Spot removal5
Graveyard hate2
Stax & hate2
Protection2
Mana Acceleration (11 sources)+1ⓘ
Fetchlands4
Dual & shock lands1
Premium utility lands1
Utility lands3
Taplands10
Combat Damage Synergy: token package, 1 token doubler, 1 haste enabler, 1 evasion enabler, aristocrats engine+21ⓘ
Synergy pieces3
Win conditions1
Combat threats1
Sacrifice outlets3
Drain effects1
Token generators2
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base76Threats63Speed45
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
Themes10 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Graveyard/Reanimator11 cards
11 graveyard synergies. Use your graveyard as a second hand.
Aristocrats10 cards
10 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.