Commander
2.6±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(141 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp8
Other acceleration1
Treasure generators1
Draw engines6
Cantrips & burst draw5
Recursion14
Value engines17
Spot removal4
Board wipes1
Stax & hate2
Protection3
Mana Acceleration (12 sources)+2ⓘ
Premium utility lands1
+5
Utility lands10
+4
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands1
+2
Basic lands3
+7
+7
+7
Combat Damage Synergy: token package, 4 token doublers, 1 haste enabler+22ⓘ
Synergy pieces6
Combat threats6
Token generators2
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Consistency83Threats57Mana base52
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Graveyard (Commander)13 cards
This deck uses the graveyard as a primary resource.
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+1/+1 Counters15 cards
15 counter synergies. Grow your creatures over time for massive threats.
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Proliferate14 cards
14 proliferate effects. Multiply all your counters at once.
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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.