Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
High confidence(231 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks2
Land ramp4
Other acceleration2
Draw engines4
Cantrips & burst draw1
Wheels1
Recursion1
Value engines2
Spot removal4
Board wipes3
Stax & hate1
Protection2
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands5
Premium utility lands5
Utility lands12
Taplands4
Combat Damage Synergy: token package, 2 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces1
Combat threats6
Sacrifice outlets1
Token generators3
Reanimation1
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Mana base84Threats54Speed51
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro9 cards
9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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.