Commander
2.8±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(164 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp1
Other acceleration1
Treasure generators5
Draw engines7
Cantrips & burst draw2
Wheels1
Recursion1
Counterspells1
Spot removal8
Stax & hate1
Fetchlands3
Dual & shock lands5
Premium utility lands6
Utility lands8
Taplands5
Other1
Combat Damage Synergy: token package, 3 token doublers, 1 extra combat, 2 haste enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions3
Combat threats9
Token generators3
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Game Changers→ Bracket 3
Mana base89Threats74Consistency59
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Legends Matter18 cards
18 legendary synergies. Your legends grow stronger together.
+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
Token Strategy16 cards
16 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.