Commander
2.9Β±0.75
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence167 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Tight Curve (95% CMC 0-2)+15β
Fast mana1
Commander Synergy (1 groups)+9β
Low Land Count (13/36)+-58β
Tutors1
Draw engines4
Cantrips & burst draw2
Recursion3
+1
Value engines1
Other2
Counterspells1
Spot removal7
Graveyard hate1
Stax & hate9
Protection21
Mono-Color Mana Base (no fixing needed)+88β
Mono-Color Powerhouse Lands (2)+5β
Low Land Count (13/36)+-58β
Fetchlands1
+8
Dual & shock lands1
+4
Utility lands10
+3
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands1
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine, 1 damage multiplier+18β
Commander Synergy (2 groups)+10β
Synergy pieces1
Combat threats12
Sacrifice outlets1
Drain effects1
Token generators2
Reanimation1
Other6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more ββ
Power level 2.9 (Bracket 1)+Game Changersβ Bracket 3
Interaction94Mana base70Threats69
β
Game changers 1
βMass land denial β none
β2-card combo β none
βExtra turns β none
Themes6 total
Enchantress (Commander)15 cards
This deck synergizes with enchantments for card advantage and control.
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Voltron25 cards
25 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Go-Wide / Weenies21 cards
21 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.