Commander
2.7±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
High confidence(148 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks4
Mana dorks1
Land ramp4
Draw engines6
Cantrips & burst draw5
Recursion3
Value engines2
Spot removal10
Board wipes2
Stax & hate2
Protection4
Dual & shock lands1
Premium utility lands3
Taplands1
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 evasion enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces4
Win conditions1
Combat threats2
Sacrifice outlets2
Drain effects3
Reanimation2
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
Threats69Interaction59Mana base53
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
Infect26 cards
26 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro19 cards
19 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Proliferate16 cards
16 proliferate effects. Multiply all your counters at once.
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.