Commander
3.8±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(252 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana5
Mana rocks7
Land ramp2
Glass Cannon (high ramp, low draw)+-10ⓘ
Tutors1
Draw engines2
Recursion1
Value engines2
Spot removal10
Graveyard hate1
Land destruction1
Board wipes3
Mono-Color Powerhouse Lands (4)+11ⓘ
Mono-Color Mana Base (no fixing needed)+8ⓘ
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Utility lands9
Basic lands1
Plains+21
Combat Damage Synergy: aristocrats engine, 1 damage multiplier+12ⓘ
Synergy pieces8
Win conditions1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 3.8 (Bracket 2)+Game Changers→ Bracket 4
Speed82Mana base70Interaction57
✓
Game changers 4
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect12 cards
12 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Token Strategy8 cards
8 token producers. Go-wide strategies can overwhelm opponents with numbers.
Artifacts Matter8 cards
8 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.