Commander
3.1±0.4
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(182 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks1
Mana dorks3
Land ramp9
Other acceleration1
Treasure generators1
Tutors1
Draw engines3
Cantrips & burst draw6
Value engines9
Other1
Spot removal8
Graveyard hate1
Board wipes1
Protection4
Mono-Color Powerhouse Lands (2)+9ⓘ
Mana Acceleration (17 sources)+7ⓘ
Fetchlands2
Premium utility lands1
Utility lands5
Taplands2
Basic lands1
Forest+27
Combat Damage Synergy: token swarm strategy, 3 token doublers, 2 evasion enablers+25ⓘ
Synergy pieces1
Win conditions6
Combat threats12
Sacrifice outlets1
Token generators1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Threats80Mana base74Speed68
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
Themes9 total
+1/+1 Counters27 cards
27 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana19 cards
19 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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.