Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence(193 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Commander Draw Engine (Curate provides card draw)+10ⓘ
Draw engines7
Cantrips & burst draw5
Recursion4
Value engines7
Counterspells5
Spot removal3
Stax & hate3
Other1
Mono-Color Mana Base (no fixing needed)+25ⓘ
Mono-Color Powerhouse Lands (1)+1ⓘ
Utility lands5
Taplands2
Basic lands1
Island+29
Combat Damage Synergy: 1 evasion enabler, aristocrats engine+11ⓘ
Synergy pieces2
Win conditions2
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.2 → Bracket 2
Consistency72Mana base70Interaction50
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
Themes10 total
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Proliferate11 cards
11 proliferate effects. Multiply all your counters at once.
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.