Commander
3.6±0.2
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
High confidence(225 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Fast mana1
Mana rocks3
Mana dorks7
Land ramp2
Other acceleration1
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines1
Other3
Spot removal6
Board wipes4
Stax & hate1
Protection4
Mana Acceleration (14 sources)+4ⓘ
Fetchlands3
+8
+7
+5
Dual & shock lands6
+4
+4
+4
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands3
+2
+2
+2
Basic lands3
+6
+5
+4
Combat Damage Synergy: token package, 1 haste enabler, 3 evasion enablers, 1 damage multiplier+24ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces5
Win conditions4
Combat threats14
Drain effects2
Token generators2
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.6 (Bracket 2)+Game Changers→ Bracket 3
Mana base85Threats82Interaction71
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Defenders/Walls21 cards
21 defenders/walls. Build an impenetrable wall, then convert to damage.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.