Commander
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Primary win line:Commander combat pressure
Medium confidence(214 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana3
Mana rocks1
Draw engines1
Cantrips & burst draw2
Recursion1
Spot removal7
Protection1
Mono-Color Mana Base (no fixing needed)+26ⓘ
Premium utility lands1
Utility lands4
Taplands1
Basic lands1
Mountain+28
Combat Damage Synergy: 1 haste enabler, aristocrats engine, 1 damage multiplier+14ⓘ
Synergy pieces3
Combat threats1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.4 → Bracket 2
Speed82Mana base70Threats36
0.4 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy16 cards
16 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.