Commander
3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
High confidence(212 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks1
Land ramp7
Other acceleration3
Treasure generators2
Cantrips & burst draw4
Recursion3
Value engines1
Spot removal2
Protection13
Other1
Two-Color Mana Base (no fixing needed)+16ⓘ
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
Premium utility lands1
Utility lands4
Taplands2
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces1
Win conditions3
Combat threats2
Sacrifice outlets4
Token generators3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Speed76Mana base75Threats68
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Stompy / Big Mana20 cards
20 high-impact creatures. Ramp into massive threats that dominate the board.
Voltron17 cards
17 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aristocrats15 cards
15 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.