CommanderTestLabor DE
B

Solid midfield

The unchanged precon wins 26% of its games – the average at a four-player table is 25%. In the rankings up to €100 it would be #27 of 64.

Tier · Elo
B 1533
would be #27 of 64 in the rankings up to €100
Win rate
26%
21 wins in 80 games, 95% certain between 18 and 37%
Placements
1st: 28 %2nd: 35 %3rd: 18 %4th: 20 %2.3avg. place
  • 128%11×
  • 235%14×
  • 318%7×
  • 420%8×
in the last 40 games
Price
€61.47of €100.00
Games
80in 8 tournaments
Cards
10039 lands, 12 basic
Game Changer
0at most 3 allowed
Combos
0complete in the deck
Rules check
Passed100 cards, colors, banlist

Official Commander precon “Turtle Power!” – played exactly as sold in stores, without a single change. It plays in every tournament and price class as a benchmark, so it is not ranked. Why do precons play?

Strengths and weaknesses

From 80 analysed games in 8 tournaments (tournament lists as played by Forge). Games that hit the time limit don't count, just like in the rankings. Values in brackets: average of all decks in the same price class.

Play style: wins through combat – 93% of the damage to opponents is combat damage · How it wins: 38% of wins by surviving (knocked out at most one opponent itself, the others took each other out) – all-deck avg: 31%

Strengths

  • Stable mana: fewer than 3 lands after turn 3 in only 4% of games (all-deck avg: 10%) logged (3 of 80 games)

Weaknesses

  • Depends on its commander: only 0% wins without it, 29% with it indication (8 games without, 72 with commander)
grey: role in the deckGame Changer counts for the bracketCombo part of a comboAI can't play replaced in tournamentsAI limited played weakly by the AI

Commander (1)

Instants (6)

Sorceries (10)

Artifacts (9)

Enchantments (5)

Lands (39)

Heroes in a Half Shell
Card image: © Wizards of the Coast, via Scryfall

The games in numbers

Commander cast
100%of games, by turn 4 in 11%
Damage per game
33average: 31
Wins on average
turn 12.6own turn, average: 12.2
First one out
20%16 of 80 games, average: 25%
Too few lands
4%of games, 1 of them won, average: 10%
Mulligans
4%3 in 80 games, average: 5%

Cards with a measurable effect

A correlation, not proof: these cards were cast clearly more often in wins.

What the games show

From 80 analysed games in 8 tournaments (tournament lists as played by Forge). Games that hit the time limit don't count, just like in the rankings. Values in brackets: average of all decks in the same price class. “logged”: recorded in the game log. “indication”: recurring pattern, but no proof of cause and effect.

Damage per game all games

Total damage to opponents ÷ all 80 games – what the card contributes over the whole test

  1. Heroes in a Half Shell avg 18.8hit in 64 of 80 games
  2. Casey Jones, Back Alley Brute avg 2.3hit in 13 of 80 games
  3. Baxter, Fly in the Ointment avg 1.4hit in 8 of 80 games

Damage when used when it hits

Total damage ÷ games in which the card dealt damage – its strength when used

  1. Heroes in a Half Shell avg 23.5hit in 64 of 80 games
  2. Baxter, Fly in the Ointment avg 14.4hit in 8 of 80 games
  3. Casey Jones, Back Alley Brute avg 14.0hit in 13 of 80 games

Top finishers eliminates opponents

Cards that most often knocked an opposing commander out of the game

  1. Heroes in a Half Shell 28×80 games in deck
  2. Baxter, Fly in the Ointment 4×80 games in deck
  3. Casey Jones, Back Alley Brute 4×80 games in deck

Best interaction answers threats

Opposing cards destroyed, exiled, bounced or countered when this card resolved (tokens excluded)

  1. Game Over 57×avg 0.7 per game · 80 games in deck
  2. Vanquish the Horde 40×avg 0.5 per game · 80 games in deck
  3. Assassin's Trophy 14×avg 0.2 per game · 80 games in deck

Biggest walls blocks the most

Opposing cards that blocked this deck's attackers most often – 21% of 597 attackers blocked in total, 12% of those by flyers or reach

Not enough blocks logged yet.

Rarely cast candidates to cut

Cards in this list that were cast least often in their games – often too expensive or too slow (lands excluded)

  1. Double Jump // Flying Kick 0%cast in 0 of 80 games
  2. Electric Seaweed 0%cast in 0 of 80 games
  3. Here Comes a New Hero! 0%cast in 0 of 80 games

Wins by turn speed

On which own turn the 21 wins came

  • by turn 70%
  • turns 8–914%
  • turns 10–1129%
  • turns 12–1324%
  • turn 14+33%

Elo history

Elo after every tournament, oldest on the left. Dashed: tier limits S, A, B, C.

A 1600B 1500C 140010/31: Elo 138510/31: Elo 140510/31: Elo 145611/01: Elo 152611/02: Elo 151311/03: Elo 149311/03: Elo 151911/05: Elo 153310/3111/0111/05

Now 1533, highest 1533 (11/05), lowest 1385 – from 8 tournaments.

Recent games

Place in every 4-player game, oldest on the left: gold = win, silver = 2nd, bronze = 3rd, red = 4th, ring = draw.

1342124232424324141212421122142331221331

In the last 40 games 11× win, 14× 2nd, 7× 3rd and 8× 4th.

Mana curve without lands

Average 3.43

0
2
1
17
2
16
3
13
4
8
5
1
6
3
7+

Roles in the deck

Ramp
9 / 9
Card draw
9 / 9
Removal
9 / 9
Board wipe
4 / 4
Protection
0 / 2
Strategy
29 cards no target

Count / target from the EDHREC average deck (the line), red means clearly below. Strategy: the remaining cards without one of these roles, such as the creatures and effects the deck is built around. 60 non-land cards in total.

Card types

Creatures: 30 %Instants: 6 %Sorceries: 10 %Artifacts: 9 %Enchantments: 5 %Lands: 39 %99w/o commander
  • Creatures30%30
  • Instants6%6
  • Sorceries10%10
  • Artifacts9%9
  • Enchantments5%5
  • Lands39%39

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Continue?
€1.99

Shopping list for Cardmarket

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Total €61.47 Cardmarket average as of Nov 6, 2026

Open Cardmarket Wants

Prices without shipping. Individual cards may have become cheaper or more expensive on Cardmarket.

Played by the Forge AI, four players per game. An average deck wins 25%. How are decks tested?