Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence154 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
+9
Mana rocks5
Land ramp1
Treasure generators2
Other acceleration4
Tutors1
Draw engines1
Cantrips & burst draw16
Scry & Surveil1
Recursion5
Value engines4
Synergy support1
Artifact/enchantment removal4
Spot removal9
Graveyard hate1
Board wipes3
Stax & hate3
Edict effects2
Protection1
Two-Color Powerhouse Lands+5ⓘ
Two-Color Mana Base+2ⓘ
Fetchlands1
Premium utility lands1
+5
Utility lands4
+2
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+15
+11
Combat Damage Synergy+8ⓘ
Synergy pieces7
Win conditions2
Combat threats11
Sacrifice outlets2
Drain effects1
Token generators1
Damage multipliers1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.7 (Bracket 1)+Game Changers 1→ Bracket 3
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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Aggro (Commander)11 cards
This deck is built for aggressive, combat-focused gameplay.
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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.