Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(246 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks1
Mana dorks2
Land ramp2
Other acceleration3
Tutors1
Draw engines4
Cantrips & burst draw1
Spot removal5
Graveyard hate1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+13ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands7
Taplands8
Combat Damage Synergy: token swarm strategy, 5 token doublers, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces5
Win conditions2
Combat threats4
Sacrifice outlets1
Token generators4
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.8 (Bracket 2)+Game Changers→ Bracket 3
Threats83Mana base75Interaction49
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters40 cards
40 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro11 cards
11 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.