Commander
No commander provided3.7±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence239 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks1
Land ramp27
Treasure generators1
Other1
Tutors3
Draw engines6
Cantrips & burst draw6
Recursion1
Value engines7
Spot removal6
Stax & hate1
Protection1
Mana Acceleration (34 sources)+15ⓘ
Fetchlands9
+8
+8
+8
+5
+5
+5
+5
+5
+5
Utility lands5
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands2
+10
+10
Combat Damage Synergy: 2 haste enablers, 3 evasion enablers, aristocrats engine+21ⓘ
Synergy pieces7
Win conditions2
Combat threats8
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed89Mana base89Threats70
0.7 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Landfall15 cards
15 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
,,,,
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
,,,,
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
,,,,
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.