Commander
3.2±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(192 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks8
Other acceleration4
Other1
Draw engines4
Cantrips & burst draw5
Recursion3
Value engines13
Other2
Counterspells1
Spot removal6
Board wipes3
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands3
Utility lands14
Taplands7
Combat Damage Synergy: token package, 2 token doublers, 2 haste enablers, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces2
Win conditions2
Combat threats2
Sacrifice outlets1
Token generators3
Reanimation1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Mana base87Consistency61Threats59
0.2 above Bracket 1 ceiling (3)
1.3 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Artifacts Matter23 cards
23 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Storm12 cards
12 storm synergies. Chain spells for exponential value.
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.