Commander
2.9±0.6
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(166 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks3
Mana dorks6
Land ramp8
Other acceleration1
Commander Draw Engine (Chulane, Teller of Tales provides card draw)+18ⓘ
Tutors1
Draw engines3
Cantrips & burst draw7
Wheels1
Recursion1
Value engines1
Other2
Control Strategy Bonus (11.4 interaction cards)+17ⓘ
Counterspells3
Spot removal12
Graveyard hate1
Board wipes1
Stax & hate1
Protection1
Mana Acceleration (20 sources)+10ⓘ
Dual & shock lands2
+6
+4
Premium utility lands1
+5
Utility lands4
+2
+2
+2
+2
Taplands4
+3
+2
+2
+2
Basic lands3
+10
+10
+6
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+10ⓘ
Synergy pieces1
Win conditions2
Combat threats3
Token generators1
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Mana base68Speed64Consistency52
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stax (Commander)1 cards
This deck uses resource denial and disruption to slow opponents down.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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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.