Commander
2.7±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(149 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Commander Synergy (1 groups)+3ⓘ
Heavy Curve (47% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks3
Mana dorks1
Other acceleration2
Treasure generators1
Tutors2
Draw engines5
Cantrips & burst draw13
Recursion3
Value engines6
Counterspells3
Spot removal10
Graveyard hate1
Board wipes1
Stax & hate1
Protection3
Mana Acceleration (12 sources)+2ⓘ
Utility lands4
Taplands2
Combat Damage Synergy: token package, 1 token doubler, aristocrats engine+17ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces5
Win conditions2
Combat threats11
Token generators2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Consistency74Threats68Interaction48
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Dragon Tribal23 cards
23 dragon creatures detected. Tribal synergies can create powerful board states.
Stompy / Big Mana21 cards
21 high-impact creatures. Ramp into massive threats that dominate the board.
Bounce5 cards
5 bounce effects. Return permanents to hand for tempo advantage.
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.