Commander
2.7±0.7
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(149 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Fast mana3
Mana rocks3
Mana dorks2
Land ramp2
Low Land Count (10/31)+-53ⓘ
Draw engines6
Cantrips & burst draw2
Recursion1
Value engines6
Counterspells3
Spot removal9
Stax & hate2
Protection6
Two-Color Mana Base (no fixing needed)+101ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Low Land Count (10/31)+-53ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands7
Taplands2
Combat Damage Synergy: token package, 2 evasion enablers+9ⓘ
Synergy pieces8
Win conditions6
Combat threats14
Damage multipliers1
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Threats79Mana base75Interaction64
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Snake Tribal21 cards
21 snake creatures detected. Tribal synergies can create powerful board states.
Infect17 cards
17 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Go-Wide / Weenies17 cards
17 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.