Commander
No commander provided2.1±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
High confidence(102 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (26% CMC 5+)+-10ⓘ
Mana rocks2
Mana dorks24
Land ramp1
Other acceleration1
Treasure generators1
Low Land Count (7/26)+-48ⓘ
Draw engines3
Cantrips & burst draw4
Recursion3
Value engines4
Spot removal3
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Stax & hate2
Protection1
Mana Acceleration (28 sources)+15ⓘ
Low Land Count (7/26)+-48ⓘ
Premium utility lands1
Utility lands3
Taplands3
Combat Damage Synergy: token swarm strategy, 3 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Win conditions7
Combat threats4
Drain effects1
Token generators4
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.1 → Bracket 1
Speed73Threats61Interaction33
1.1 above Bracket 0 ceiling (1)
0.9 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Go-Wide / Weenies25 cards
25 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana23 cards
23 high-impact creatures. Ramp into massive threats that dominate the board.
Druid Tribal20 cards
20 druid creatures detected. Tribal synergies can create powerful board states.
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.