Commander
3.5±0.4
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Commander combat pressure
High confidence(215 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana3
Mana rocks3
Mana dorks1
Land ramp3
Other acceleration1
Treasure generators3
Other1
Commander Synergy (2 groups)+11ⓘ
Cantrips & burst draw12
Recursion1
Value engines7
Other1
Spot removal5
Artifact/enchantment removal1
Board wipes2
Stax & hate2
Two-Color Mana Base (no fixing needed)+5ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands1
Utility lands6
Taplands8
Combat Damage Synergy: token swarm strategy, 3 haste enablers, aristocrats engine, 5 damage multipliers+25ⓘ
Commander Synergy (2 groups)+5ⓘ
Synergy pieces7
Win conditions2
Combat threats5
Token generators3
Clone effects1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.5 → Bracket 2
Consistency76Mana base75Speed72
0.5 above Bracket 1 ceiling (3)
1.0 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.