Commander
3.9±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(257 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks3
Land ramp1
Commander Draw Engine (Felothar the Steadfast provides card draw)+15ⓘ
Tutors1
Spot removal6
Board wipes4
Stax & hate3
Fetchlands2
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands7
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces2
Win conditions2
Combat threats5
Sacrifice outlets1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.9 → Bracket 2
Interaction84Mana base82Consistency46
0.9 above Bracket 1 ceiling (3)
0.6 below Bracket 3 threshold (4.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Defenders/Walls24 cards
24 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
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.