Commander
2.3±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(114 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Mana rocks3
Mana dorks3
Land ramp6
Other acceleration2
Other3
Tutors1
Draw engines1
Cantrips & burst draw9
Recursion2
Value engines2
Counterspells1
Spot removal10
Graveyard hate1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+20ⓘ
Mana Acceleration (16 sources)+6ⓘ
Fetchlands2
Utility lands4
Taplands1
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces6
Win conditions1
Combat threats11
Drain effects3
Token generators4
Reanimation2
Other2
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
Mana base75Threats53Speed37
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
Themes4 total
Elf Tribal16 cards
16 elf creatures detected. Tribal synergies can create powerful board states.
Lifegain11 cards
11 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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.