Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(155 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana3
Mana rocks4
Mana dorks2
Land ramp5
Other acceleration2
Treasure generators1
Draw engines4
Cantrips & burst draw10
Recursion4
Value engines4
Other1
Spot removal6
Board wipes2
Protection1
Mana Acceleration (16 sources)+6ⓘ
Fetchlands4
Premium utility lands4
Utility lands1
Taplands8
Combat Damage Synergy: 1 evasion enabler, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces8
Combat threats12
Token generators5
Reanimation1
Clone effects2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Mana base83Threats83Consistency48
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
+1/+1 Counters7 cards
7 counter synergies. Grow your creatures over time for massive threats.
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.