Commander
2.5±0.6
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(130 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tight Curve (73% CMC 0-2)+15ⓘ
Mana rocks6
Land ramp1
Other acceleration3
Tutors2
Draw engines7
Cantrips & burst draw10
Recursion3
Other1
Counterspells2
Spot removal5
Fetchlands2
Premium utility lands1
Utility lands3
Taplands4
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Combat threats8
Sacrifice outlets2
Drain effects1
Token generators1
Other2
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
Speed62Consistency54Mana base52
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
Themes3 total
Voltron23 cards
23 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Lifegain9 cards
9 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Enchantress (Commander)9 cards
This deck synergizes with enchantments for card advantage and control.
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.