Commander
3.2±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(191 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana3
Mana rocks5
Other acceleration3
Draw engines4
Cantrips & burst draw6
Recursion3
Spot removal6
Board wipes3
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands3
Utility lands12
Taplands7
Combat Damage Synergy: token package, 1 token doubler, 3 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions3
Combat threats1
Sacrifice outlets1
Token generators4
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base85Threats62Consistency58
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Artifacts Matter28 cards
28 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Storm16 cards
16 storm synergies. Chain spells for exponential value.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
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.