Commander
3.7±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(243 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Land ramp25
Other acceleration1
Glass Cannon (high ramp, low draw)+-10ⓘ
Cantrips & burst draw2
Recursion2
Value engines5
Other3
Spot removal2
Graveyard hate1
Board wipes1
Protection3
Combat Damage Synergy: token package, 2 token doublers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces7
Combat threats2
Token generators1
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.7 → Bracket 2
Speed91Mana base84Threats65
0.7 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Graveyard/Reanimator10 cards
10 graveyard synergies. Use your graveyard as a second hand.
Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.