Commander
2.9±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(168 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks3
Land ramp1
Draw engines6
Cantrips & burst draw10
Recursion1
Value engines6
Other2
Spot removal14
Graveyard hate1
Two-Color Mana Base (no fixing needed)+21ⓘ
Fetchlands2
Taplands3
Combat Damage Synergy: token package, 1 haste enabler, aristocrats engine+20ⓘ
Synergy pieces7
Combat threats5
Sacrifice outlets1
Drain effects2
Token generators5
Other1
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
Threats76Mana base75Consistency57
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
Themes10 total
Token Strategy19 cards
19 token producers. Go-wide strategies can overwhelm opponents with numbers.
Rogue Tribal13 cards
13 rogue creatures detected. Tribal synergies can create powerful board states.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.