Commander
2.3±0.65
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(116 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Low Land Count (3/34)+-78ⓘ
Cantrips & burst draw8
Control Strategy Bonus (14 interaction cards)+30ⓘ
Counterspells10
Spot removal10
Stax & hate9
Protection3
Mono-Color Mana Base (no fixing needed)+138ⓘ
Low Land Count (3/34)+-78ⓘ
Premium utility lands1
Utility lands4
Tempo Control (lockout lethality)+8ⓘ
Synergy pieces3
Win conditions1
Combat threats13
Sacrifice outlets1
Clone effects1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.3 → Bracket 1
Interaction87Mana base70Threats38
1.3 above Bracket 0 ceiling (1)
0.7 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Counter Control10 cards
10 counterspells. Control the stack and protect your win conditions.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
Tap / Untap10 cards
10 tap/untap synergies. Generate extra value from activated abilities.
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.