Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(154 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks1
Land ramp3
Other acceleration1
Treasure generators4
Other2
Commander Draw Engine (Heroes in a Half Shell provides card draw)+16ⓘ
Tutors1
Draw engines8
Cantrips & burst draw6
Recursion1
Spot removal12
Board wipes4
Protection2
Fetchlands5
Dual & shock lands5
Premium utility lands6
Utility lands7
Taplands4
Other1
Combat Damage Synergy: token swarm strategy, 5 token doublers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces14
Win conditions2
Combat threats7
Sacrifice outlets1
Token generators1
Reanimation1
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
Mana base90Threats62Consistency51
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
Tokens (Commander)20 cards
This deck generates and leverages a wide board of creature tokens.
+1/+1 Counters27 cards
27 counter synergies. Grow your creatures over time for massive threats.
Legends Matter20 cards
20 legendary synergies. Your legends grow stronger together.
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.