Commander
2.7±0.5
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
Medium confidence(152 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana rocks1
Land ramp1
Low Land Count (0/35)+-88ⓘ
Tutors2
Draw engines1
Cantrips & burst draw1
Value engines5
Counterspells1
Spot removal7
Board wipes4
Stax & hate3
Protection3
Mono-Color Mana Base (no fixing needed)+158ⓘ
Low Land Count (0/35)+-88ⓘ
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces2
Combat threats3
Token generators8
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.7 (Bracket 1)+Game Changers→ Bracket 3
Interaction85Threats74Mana base70
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Lifegain20 cards
20 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy12 cards
12 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.