Commander
4.2±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence280 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Commander Synergy (2 groups)+5ⓘ
Heavy Curve (39% CMC 5+)+-10ⓘ
Fast mana1
Land ramp15
Other1
Commander Draw Engine (Aesi, Tyrant of Gyre Strait provides card draw)+10ⓘ
Commander Synergy (2 groups)+4ⓘ
Tutors2
Draw engines2
Cantrips & burst draw5
Recursion2
Value engines7
Spot removal12
Board wipes1
Stax & hate1
Protection3
Other1
Two-Color Mana Base (no fixing needed)+7ⓘ
Mana Acceleration (16 sources)+6ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
+5
+5
Dual & shock lands1
+4
Premium utility lands1
+5
Utility lands4
+2
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+15
+15
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 1 evasion enabler+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces10
Win conditions2
Combat threats7
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.2 → Bracket 2
Threats85Mana base75Consistency69
1.2 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Tokens (Commander)11 cards
This deck generates and leverages a wide board of creature tokens.
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Stompy / Big Mana19 cards
19 high-impact creatures. Ramp into massive threats that dominate the board.
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Landfall15 cards
15 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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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.