Commander
2.3±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence118 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana dorks5
Land ramp3
Other2
Draw engines2
Cantrips & burst draw13
Recursion10
Value engines2
Other2
Spot removal11
Graveyard hate1
Board wipes1
Stax & hate2
Fetchlands1
+5
Taplands4
+2
+2
+2
+2
Basic lands3
+10
+9
+10
Combat Damage Synergy: token swarm strategy, 3 haste enablers, aristocrats engine+25ⓘ
Synergy pieces9
Win conditions1
Combat threats2
Sacrifice outlets9
Drain effects2
Token generators4
Damage multipliers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.3 → Bracket 1
Threats86Consistency49Mana base42
1.3 above Bracket 0 ceiling (1)
0.7 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Graveyard (Commander)16 cards
This deck uses the graveyard as a primary resource.
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Aristocrats18 cards
18 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
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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.