Commander
2.4±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(128 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks1
Other acceleration1
Draw engines2
Cantrips & burst draw3
Recursion2
Value engines4
Spot removal20
Board wipes3
Stax & hate5
Mono-Color Mana Base (no fixing needed)+3ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Fetchlands2
+5
+5
Dual & shock lands1
+4
Premium utility lands1
+6
Utility lands5
+2
+2
+2
+2
Taplands3
+2
+2
+2
Basic lands1
+27
Combat Damage Synergy: token swarm strategy, aristocrats engine+19ⓘ
Synergy pieces3
Win conditions4
Combat threats8
Drain effects10
Token generators2
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 2.4 (Bracket 1)+Mass Land Denial→ Bracket 4
Threats74Interaction73Mana base70
✓
Mass land denial (1)
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Aristocrats (Commander)15 cards
This deck generates value from sacrificing and recurring creatures.
,,,,
Burn34 cards
34 damage dealers. Burn opponents down with direct damage.
,,,,
Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
,,,,
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.