Commander
3.3±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Go-wide combat finish
Medium confidence(202 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks6
Mana dorks1
Land ramp1
Other acceleration1
Treasure generators1
Draw engines1
Cantrips & burst draw3
Wheels1
Recursion1
Value engines4
Counterspells1
Spot removal8
Protection2
Mana Acceleration (11 sources)+1ⓘ
Fetchlands4
Premium utility lands2
Utility lands3
Taplands14
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler, 2 damage multipliers+18ⓘ
Synergy pieces2
Combat threats2
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.3 → Bracket 2
Mana base83Threats42Interaction41
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
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
Impulse Draw13 cards
13 impulse draw effects. Exile and play cards from the top of your library.
Human Tribal11 cards
11 human creatures detected. Tribal synergies can create powerful board states.
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.