Commander
3.3±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Low confidence(202 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks3
Low Land Count (32/34)+-5ⓘ
Draw engines2
Cantrips & burst draw2
Recursion1
Spot removal7
Graveyard hate1
Board wipes2
Stax & hate1
Protection1
Mono-Color Mana Base (no fixing needed)+33ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Low Land Count (32/34)+-5ⓘ
Dual & shock lands1
Utility lands3
Taplands2
Basic lands1
Plains+26
Combat Damage Synergy: 1 haste enabler, 1 evasion enabler, aristocrats engine+13ⓘ
Synergy pieces10
Win conditions1
Combat threats2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base70Threats68Interaction57
0.3 above Bracket 1 ceiling (3)
1.2 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Lifegain11 cards
11 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.