Commander
2.3±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(119 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (49% CMC 5+)+-10ⓘ
Mana rocks6
Land ramp1
Treasure generators2
Other1
Tutors1
Draw engines1
Cantrips & burst draw22
Recursion4
Value engines1
Other1
Spot removal8
Graveyard hate1
Board wipes2
Protection1
Fetchlands2
+5
+5
Utility lands2
+2
Taplands10
+3
+3
+2
+2
+2
+2
+2
+2
+2
+2
Basic lands3
+7
+11
+7
Combat Damage Synergy: token package, 4 haste enablers, 1 damage multiplier+16ⓘ
Synergy pieces14
Win conditions2
Combat threats3
Token generators1
Reanimation2
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
Threats68Mana base61Consistency54
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
Themes6 total
Stompy / Big Mana23 cards
23 high-impact creatures. Ramp into massive threats that dominate the board.
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Cycling14 cards
14 cycling cards. Smooth draws while triggering cycling payoffs.
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Graveyard (Commander)12 cards
This deck uses the graveyard as a primary resource.
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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.