Commander
3.2±0.45
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
Medium confidence(189 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (29% CMC 5+)+-10ⓘ
Mana rocks2
Mana dorks2
Land ramp3
Other acceleration1
Other1
Tutors1
Draw engines3
Cantrips & burst draw3
Recursion2
Value engines2
Counterspells1
Spot removal3
Board wipes18
Stax & hate1
Protection3
Fetchlands4
+7
+5
+5
+5
Premium utility lands3
+6
+5
+4
Utility lands6
+2
+2
+2
+2
+2
+2
Taplands13
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Basic lands5
+2
+2
+2
+2
+2
Tempo Control (lockout lethality)+20ⓘ
Combat Damage Synergy: 1 haste enabler, 1 damage multiplier+6ⓘ
Synergy pieces3
Combat threats18
Sacrifice outlets1
Token generators2
Reanimation1
Other3
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 3.2 (Bracket 2)+Mass Land Denial→ Bracket 4
Interaction92Mana base82Threats69
✓
Mass land denial (2)
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Tribal (Commander)20 cards
This deck is built around creature type synergies.
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Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro12 cards
12 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.