Commander
3.9±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(257 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (52% CMC 5+)+-10ⓘ
Mana rocks4
Land ramp15
Other acceleration1
Treasure generators4
Tutors1
Draw engines4
Cantrips & burst draw6
Recursion1
Spot removal5
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Protection1
Mana Acceleration (21 sources)+11ⓘ
Two-Color Mana Base (no fixing needed)+3ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands4
Taplands5
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler+18ⓘ
Synergy pieces6
Win conditions1
Combat threats1
Token generators1
Extra turns1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.9 → Bracket 2
Consistency88Mana base75Speed54
0.9 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Stompy / Big Mana25 cards
25 high-impact creatures. Ramp into massive threats that dominate the board.
Chaos21 cards
21 chaos effects. Embrace randomness with coin flips and dice rolls.
Cascade17 cards
17 cascade/discover effects. Cast spells for free off the top.
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.