Commander
2.4±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(124 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Draw engines1
Cantrips & burst draw11
Recursion10
Value engines3
Other1
Counterspells1
Spot removal5
Graveyard hate1
Stax & hate2
Protection2
Two-Color Mana Base (no fixing needed)+14ⓘ
Fetchlands1
Dual & shock lands2
Utility lands8
Taplands4
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces7
Win conditions2
Combat threats4
Sacrifice outlets1
Drain effects4
Token generators1
Reanimation1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.4 → Bracket 1
Mana base75Consistency56Threats45
1.4 above Bracket 0 ceiling (1)
0.6 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Graveyard (Commander)13 cards
This deck uses the graveyard as a primary resource.
Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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.