Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(159 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (58% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks5
Mana dorks2
Land ramp8
Other acceleration1
Tutors2
Draw engines3
Cantrips & burst draw11
Recursion4
Value engines4
Other1
Spot removal9
Board wipes3
Stax & hate1
Protection3
Mana Acceleration (19 sources)+9ⓘ
Two-Color Mana Base (no fixing needed)+7ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands4
Taplands6
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces3
Win conditions5
Combat threats4
Drain effects12
Token generators2
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Threats76Mana base75Interaction49
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
Themes7 total
Stompy / Big Mana22 cards
22 high-impact creatures. Ramp into massive threats that dominate the board.
Lifegain13 cards
13 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.