Commander
3.7±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(242 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks5
Land ramp2
Tutors2
Draw engines3
Cantrips & burst draw7
Recursion3
Value engines4
Counterspells4
Spot removal6
Artifact/enchantment removal1
Graveyard hate2
Stax & hate1
Protection1
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands2
Taplands4
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, aristocrats engine+22ⓘ
Synergy pieces1
Win conditions1
Token generators2
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 3.7 (Bracket 2)+Game Changers→ Bracket 3
Mana base66Interaction60Consistency57
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Blink/Flicker17 cards
17 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Stompy / Big Mana17 cards
17 high-impact creatures. Ramp into massive threats that dominate the board.
Elemental Tribal14 cards
14 elemental creatures detected. Tribal synergies can create powerful board states.
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.