Commander
3.4±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(210 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks1
Land ramp1
Other acceleration3
Recursion2
Value engines1
Spot removal5
Stax & hate1
Mono-Color Mana Base (no fixing needed)+35ⓘ
Basic lands1
Mountain+35
Combat Damage Synergy: token swarm strategy, 1 extra combat, 3 tribal lords, 1 haste enabler, 1 evasion enabler, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+8ⓘ
1 extra turn effect+5ⓘ
Synergy pieces11
Win conditions3
Combat threats4
Extra turns1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Threats90Mana base70Speed26
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes9 total
Goblin Tribal26 cards
26 goblin creatures detected. Tribal synergies can create powerful board states.
Burn17 cards
17 damage dealers. Burn opponents down with direct damage.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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.