Commander
3.0±0.3
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
High confidence171 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Mana rocks1
Mana dorks4
Land ramp4
Other acceleration3
Treasure generators1
Commander Synergy+1ⓘ
Low Land Count−8ⓘ
Draw engines2
Cantrips & burst draw4
Scry & Surveil2
Recursion5
Value engines3
Synergy support2
Spot removal11
Stax & hate2
Protection2
Soft interaction1
Mono-Color Mana Base+31ⓘ
Low Land Count−8ⓘ
Utility lands1
Taplands1
Basic lands1
Combat Damage Synergy+25ⓘ
Commander Synergy+2ⓘ
Synergy pieces8
Win conditions2
Combat threats24
Sacrifice outlets1
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.0 → Bracket 2
Right at the Bracket 2 threshold
2.0 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Infect11 cards
11 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Deathtouch30 cards
30 deathtouch synergies. Small creatures that kill anything they touch.
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Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.