Commander
3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(204 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Mana dorks2
Land ramp3
Treasure generators1
Commander Draw Engine (Felothar the Steadfast provides card draw)+20ⓘ
Tutors2
Draw engines2
Recursion2
Value engines1
Spot removal2
Board wipes2
Stax & hate2
Protection5
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands4
Utility lands7
Combat Damage Synergy: token package, 2 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base83Threats54Speed52
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Defenders/Walls23 cards
23 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Lifegain10 cards
10 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.