Commander
2.5±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(134 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (59% CMC 5+)+-10ⓘ
Other acceleration1
Other1
Tutors2
Draw engines12
Cantrips & burst draw13
Recursion10
Value engines2
Spot removal6
Graveyard hate1
Board wipes1
Stax & hate1
Edict effects1
Two-Color Mana Base (no fixing needed)+10ⓘ
Dual & shock lands3
+5
+4
+4
Premium utility lands2
+5
+4
Utility lands4
+2
+2
+2
+2
Taplands3
+3
+2
+2
Basic lands2
+15
+13
Combat Damage Synergy: 4 haste enablers, aristocrats engine, 1 damage multiplier+20ⓘ
Synergy pieces25
Win conditions1
Combat threats1
Drain effects1
Token generators1
Reanimation3
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Threats81Consistency80Mana base75
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Graveyard (Commander)25 cards
This deck uses the graveyard as a primary resource.
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Stompy / Big Mana26 cards
26 high-impact creatures. Ramp into massive threats that dominate the board.
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Reanimator18 cards
18 reanimation effects. Recur creatures and key permanents from the graveyard.
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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.