Commander
2.5±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(137 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Land ramp2
Other3
Commander Draw Engine (Green Goblin, Revenant provides card draw)+10ⓘ
Tutors1
Draw engines1
Cantrips & burst draw14
Recursion5
Value engines6
Other3
Spot removal10
Graveyard hate2
Protection2
Two-Color Mana Base (no fixing needed)+24ⓘ
Fetchlands2
Premium utility lands1
Utility lands1
Taplands2
Combat Damage Synergy: 3 damage multipliers+12ⓘ
Combo pieces1
Synergy pieces9
Win conditions2
Combat threats8
Sacrifice outlets2
Drain effects3
Token generators1
Reanimation1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.5 (Bracket 1)+Game Changers→ Bracket 3
Mana base75Consistency61Threats59
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Burn12 cards
12 damage dealers. Burn opponents down with direct damage.
Aggro (Commander)13 cards
This deck is built for aggressive, combat-focused gameplay.
Voltron8 cards
8 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.