Commander
2.5±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(132 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks3
Other acceleration2
Draw engines4
Cantrips & burst draw10
Counterspells6
Spot removal12
Stax & hate2
Other1
Two-Color Mana Base (no fixing needed)+31ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Taplands3
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Synergy pieces8
Combat threats15
Drain effects2
Group slug1
Damage multipliers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Mana base75Interaction46Consistency43
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Voltron (Commander)19 cards
This deck is built around equipping or enchanting the commander for commander damage.
Wizard Tribal13 cards
13 wizard creatures detected. Tribal synergies can create powerful board states.
Spellslinger13 cards
13 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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.