Commander
No commander provided2.8±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Attrition and lockout endgame
Medium confidence(159 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks3
Other acceleration2
Draw engines2
Cantrips & burst draw14
Value engines4
Other1
Control Strategy Bonus (21.9 interaction cards)+30ⓘ
Counterspells4
Spot removal26
Fetchlands2
Dual & shock lands2
Premium utility lands1
Utility lands1
Taplands1
Tempo Control (lockout lethality)+15.9ⓘ
Synergy pieces2
Combat threats5
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
Interaction88Mana base69Consistency42
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
Themes2 total
Stax (Commander)22 cards
This deck uses resource denial and disruption to slow opponents down.
Tap / Untap23 cards
23 tap/untap synergies. Generate extra value from activated abilities.
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.