Commander
2.2±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(108 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks7
Mana dorks8
Land ramp7
Other acceleration2
Treasure generators1
Other1
Tutors2
Draw engines1
Cantrips & burst draw10
Value engines3
Spot removal5
Stax & hate1
Protection2
Mono-Color Mana Base (no fixing needed)+16ⓘ
Mana Acceleration (27 sources)+15ⓘ
Utility lands1
Taplands1
Basic lands1
Forest+35
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces9
Win conditions1
Combat threats9
Token generators2
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.2 → Bracket 1
Mana base70Speed64Threats44
1.2 above Bracket 0 ceiling (1)
0.8 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
Voltron7 cards
7 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.