Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Commander combat pressure
High confidence(164 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana3
Mana rocks1
Mana dorks6
Land ramp8
Other acceleration4
Tutors2
Draw engines1
Cantrips & burst draw8
Value engines9
Other1
Spot removal6
Board wipes4
Stax & hate1
Protection6
Mana Acceleration (22 sources)+12ⓘ
Two-Color Mana Base (no fixing needed)+9ⓘ
Premium utility lands3
+6
+5
+4
Utility lands1
+2
Taplands6
+3
+2
+2
+2
+2
+2
Basic lands2
+13
+11
Combat Damage Synergy: token swarm strategy, 1 token doubler, 4 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces11
Win conditions1
Combat threats8
Token generators4
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Mana base75Threats66Speed60
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
+1/+1 Counters28 cards
28 counter synergies. Grow your creatures over time for massive threats.
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Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.