Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(231 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks5
Other acceleration1
Treasure generators1
Commander Draw Engine (Nekusar, the Mindrazer provides card draw)+15ⓘ
Tutors2
Draw engines4
Cantrips & burst draw1
Wheels3
Control Strategy Bonus (11.8 interaction cards)+19ⓘ
Counterspells4
Spot removal4
Artifact/enchantment removal1
Board wipes1
Stax & hate23
Protection2
Fetchlands2
Dual & shock lands4
Premium utility lands2
Utility lands3
Taplands8
Other1
Commander Synergy (3 groups)+22ⓘ
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Win conditions4
Combat threats1
Sacrifice outlets1
Drain effects8
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.6 (Bracket 2)+Game Changers→ Bracket 3
Interaction86Mana base79Threats66
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Discard18 cards
18 discard synergies. Empty opponents' hands while gaining value.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Group Slug5 cards
5 group slug effects. Damage everyone equally, then break parity.
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.