Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(164 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Heavy Curve (43% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks5
Mana dorks1
Land ramp16
Other acceleration4
Tutors3
Draw engines4
Cantrips & burst draw7
Recursion1
Value engines9
Mono-Color Mana Base (no fixing needed)+18ⓘ
Mana Acceleration (27 sources)+15ⓘ
Utility lands5
Basic lands1
Forest+25
Combat Damage Synergy: token swarm strategy, 2 token doublers, 5 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces18
Win conditions5
Combat threats7
Token generators4
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Threats86Speed81Mana base70
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Stompy / Big Mana31 cards
31 high-impact creatures. Ramp into massive threats that dominate the board.
+1/+1 Counters21 cards
21 counter synergies. Grow your creatures over time for massive threats.
Aggro11 cards
11 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.