Commander
2.6±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(144 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (61% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks3
Mana dorks2
Land ramp7
Treasure generators1
Draw engines3
Cantrips & burst draw8
Counterspells2
Spot removal8
Board wipes1
Protection3
Mana Acceleration (14 sources)+4ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands4
Utility lands9
Taplands5
Combat Damage Synergy: token package, 3 token doublers, 1 evasion enabler+21ⓘ
Synergy pieces6
Win conditions3
Combat threats3
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
Mana base82Interaction53Threats52
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
Themes3 total
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Tokens (Commander)10 cards
This deck generates and leverages a wide board of creature tokens.
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.