Commander
2.6±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(139 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks3
Land ramp1
Other1
Tutors1
Draw engines4
Cantrips & burst draw8
Recursion6
Value engines5
Other2
Counterspells3
Spot removal15
Board wipes2
Protection1
Dual & shock lands2
Premium utility lands1
Utility lands2
Taplands13
Combat Damage Synergy: 1 token doubler, aristocrats engine+12ⓘ
Synergy pieces5
Win conditions3
Combat threats10
Sacrifice outlets1
Drain effects3
Token generators3
Reanimation3
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats68Mana base65Interaction57
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Infect29 cards
29 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Proliferate23 cards
23 proliferate effects. Multiply all your counters at once.
Aggro17 cards
17 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.