Commander
4.5±0.4
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
Primary win line:Go-wide combat finish
High confidence(308 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Land ramp10
Other acceleration4
Commander Draw Engine (Flubs, the Fool provides card draw)+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Tutors2
Draw engines9
Cantrips & burst draw11
Recursion6
+3
Value engines4
Counterspells2
Spot removal10
Stax & hate1
Mana Acceleration (16 sources)+6ⓘ
Fetchlands3
+8
+5
+5
Dual & shock lands3
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands10
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands6
+2
+2
+2
+2
+2
+2
Basic lands3
+3
+3
+7
Combat Damage Synergy: token swarm strategy, 3 haste enablers, 7 evasion enablers+25ⓘ
Synergy pieces1
Win conditions6
Combat threats1
Drain effects1
Token generators4
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.5 → Bracket 2
Consistency88Mana base84Threats82
1.5 above Bracket 1 ceiling (3)
0.5 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Landfall11 cards
11 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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Graveyard/Reanimator9 cards
9 graveyard synergies. Use your graveyard as a second hand.
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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.