Commander
2.9±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence(156 pts)
Estimated win turn
T8best
T9typical
T10+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks2
Mana dorks4
Other acceleration1
Treasure generators1
Other1
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines3
Cantrips & burst draw7
Recursion3
Value engines4
Other1
Spot removal8
Stax & hate3
Protection5
Two-Color Mana Base (no fixing needed)+20ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands6
Taplands4
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
1 Combo Family (1 lines, Consistency: 47%)+18ⓘ
Commander Synergy (1 groups)+1ⓘ
Combo pieces2
Synergy pieces11
Combat threats8
Drain effects2
Token generators4
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Threats88Mana base75Consistency42
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Go-Wide / Weenies23 cards
23 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Human Tribal11 cards
11 human creatures detected. Tribal synergies can create powerful board states.