Far Fortune, End Boss

3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(183 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8
Fast mana1
Mana dorks1
Combat Damage Synergy: 1 haste enabler, aristocrats engine, 1 damage multiplier+14
Synergy pieces1
Win conditions1
Combat threats1
Token generators1
Reanimation1
Group slug1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2
Mana base76Threats49Consistency33

0.1 above Bracket 1 ceiling (3)

1.4 below Bracket 3 threshold (4.5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes10 total

Go-Wide / Weenies22 cards

22 low-cost creatures. Swarm the board and pump for lethal attacks.

Aggro19 cards

19 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

Human Tribal14 cards

14 human creatures detected. Tribal synergies can create powerful board states.

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.