Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(159 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (41% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks2
Land ramp3
Other acceleration1
Treasure generators1
Commander Draw Engine (Anje Falkenrath provides card draw)+10ⓘ
Tutors1
Draw engines8
Cantrips & burst draw2
Wheels1
Recursion9
Value engines3
Other1
Spot removal14
Graveyard hate1
Board wipes3
Stax & hate1
Fetchlands3
+7
+5
+5
Premium utility lands2
+5
+4
Utility lands8
+2
+2
+2
+2
+2
+2
+2
+2
Taplands7
+2
+2
+2
+2
+2
+2
+2
Basic lands2
+10
+10
Combat Damage Synergy: aristocrats engine+8ⓘ
Combo pieces1
Synergy pieces11
Win conditions1
Combat threats3
Sacrifice outlets1
Drain effects1
Token generators3
Reanimation2
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Mana base76Consistency72Threats65
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
Themes6 total
Graveyard (Commander)16 cards
This deck uses the graveyard as a primary resource.
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Stompy / Big Mana12 cards
12 high-impact creatures. Ramp into massive threats that dominate the board.
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Aristocrats9 cards
9 sacrifice/death synergies. Drains opponents while generating value from deaths.
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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.