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HomeExplore decksCommanders
G

Fafo

viaMoxfieldMoxfield·31 views·4 days ago

Power level

2.9±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence166 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks5
Mana dorks5
Land ramp1
Other acceleration1
Other acceleration2
Commander Synergy+1ⓘ
Tutors2
Draw engines3
Scry & Surveil2
Recursion3
Value engines5
Synergy support9
Artifact/enchantment removal2
Spot removal11
Protection6
Soft interaction1
Mono-Color Mana Base+9ⓘ
Mana Acceleration+4ⓘ
Fetchlands1
Utility lands7
Taplands1
Basic lands1
Combat Damage Synergy+21ⓘ
Commander Synergy+2ⓘ
Synergy pieces2
Win conditions3
Combat threats32
Token generators2
Group slug1
Enablers1
Other1

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.9 → Bracket 1

1.9 above Bracket 0 ceiling (1)

0.1 below Bracket 2 threshold (3)

Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes7 total

Combo (Commander)Core (17 cards)

This deck is built around assembling one or more infinite combo finishes.

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InfectCore (11 cards)

11 infect/poison cards. Win with 10 poison counters instead of 40 damage.

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DeathtouchCore (24 cards)

24 deathtouch synergies. Small creatures that kill anything they touch.

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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.

History1 snapshot

Grade

Power2.8→2.9+0.1
BracketB1→B1

Vectors

Velocity
56→61
+5
Consistency
50→55
+5
Interaction
7→35
+28
Efficiency
52→52
—
Lethality
83→88
+5