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(162 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (58% CMC 0-2)+8ⓘ
Mana rocks1
Mana dorks5
Land ramp4
Other acceleration3
Treasure generators1
Low Land Count (25/29)+-10ⓘ
Draw engines2
Cantrips & burst draw5
Recursion4
Value engines3
Other2
Spot removal11
Stax & hate2
Protection4
Mono-Color Mana Base (no fixing needed)+48ⓘ
Mana Acceleration (15 sources)+5ⓘ
Low Land Count (25/29)+-10ⓘ
Utility lands1
Taplands1
Basic lands1
Forest+23
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers+25ⓘ
Synergy pieces9
Win conditions4
Combat threats22
Sacrifice outlets1
Token generators3
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
Threats90Mana base70Speed65
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
Themes9 total
Deathtouch31 cards
31 deathtouch synergies. Small creatures that kill anything they touch.
Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
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.