Commander
2.5±0.7
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(131 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Mana dorks3
Land ramp7
Other acceleration4
Low Land Count (16/27)+-28ⓘ
Tutors2
Draw engines3
Cantrips & burst draw10
Recursion2
Value engines11
Counterspells3
Spot removal11
Graveyard hate2
Board wipes3
Stax & hate4
Protection2
Mana Acceleration (19 sources)+9ⓘ
Low Land Count (16/27)+-28ⓘ
Fetchlands1
+5
Premium utility lands2
+5
Utility lands10
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Combat Damage Synergy: token swarm strategy, aristocrats engine+19ⓘ
Synergy pieces10
+2
Win conditions1
Combat threats4
Sacrifice outlets1
Reanimation1
Clone effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.5 (Bracket 1)+Game Changers→ Bracket 3
Speed80Interaction76Threats54
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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Stompy / Big Mana9 cards
9 high-impact creatures. Ramp into massive threats that dominate the board.
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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.