Commander
3.8±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(252 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+8ⓘ
Fast mana2
Mana rocks1
Commander Synergy (1 groups)+4ⓘ
Tutors1
Draw engines1
Cantrips & burst draw2
Spot removal4
Board wipes1
Stax & hate1
Combat Damage Synergy: token package, 2 token doublers, 1 extra combat, 2 haste enablers, 2 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Commander Synergy (1 groups)+8ⓘ
Synergy pieces5
Win conditions6
Combat threats3
Drain effects1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats85Mana base70Speed63
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy15 cards
15 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.