Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence143 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Mana rocks1
Land ramp6
Other acceleration1
Treasure generators2
Other1
Commander Draw Engine (Jenova, Ancient Calamity provides card draw)+15ⓘ
Tutors5
Draw engines1
Cantrips & burst draw4
Recursion4
Value engines9
Other5
Spot removal12
Board wipes1
Stax & hate1
Protection4
Two-Color Mana Base (no fixing needed)+35ⓘ
Basic lands2
+22
+18
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+16ⓘ
Synergy pieces6
Win conditions4
Combat threats14
Sacrifice outlets3
Token generators1
Reanimation3
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 2.6 → Bracket 1
Mana base75Threats66Consistency57
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Combo (Commander)13 cards
This deck is built around assembling infinite combos or combo finishes.
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Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Infect17 cards
17 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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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.