Commander
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(213 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Mana rocks4
Land ramp2
Other acceleration1
Commander Synergy (1 groups)+3ⓘ
Draw engines8
Cantrips & burst draw3
Recursion1
Value engines1
Spot removal3
Board wipes4
Stax & hate4
Protection5
Mono-Color Mana Base (no fixing needed)+15ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands1
Utility lands11
Taplands4
Basic lands1
Plains+18
Combat Damage Synergy: token swarm strategy, 1 damage multiplier+15ⓘ
Commander Synergy (1 groups)+12ⓘ
Synergy pieces5
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Mana base70Interaction61Threats49
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Voltron37 cards
37 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Lifegain8 cards
8 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Prison7 cards
7 prison effects. Lock opponents out of the game entirely.
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.