Commander
3.8±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(250 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+9ⓘ
Fast mana1
Mana rocks5
Mana dorks2
Land ramp1
Other acceleration2
Tutors2
Draw engines4
Cantrips & burst draw3
Recursion2
Counterspells2
Spot removal6
Board wipes3
Stax & hate1
Protection2
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands1
Premium utility lands5
Utility lands8
Taplands1
Commander Synergy (2 groups)+24ⓘ
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, 1 damage multiplier+23ⓘ
Win conditions1
Combat threats6
Sacrifice outlets1
Token generators3
Reanimation2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.8 → Bracket 2
Threats74Mana base68Speed55
0.8 above Bracket 1 ceiling (3)
0.7 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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.