Commander
2.7±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence155 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks5
Mana dorks3
Other acceleration1
Commander Draw Engine (Betor, Kin to All provides card draw)+15ⓘ
Tutors1
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines19
Other5
Spot removal4
Protection2
Fetchlands1
+5
Premium utility lands1
+5
Utility lands2
+2
+2
Taplands8
+3
+3
+3
+2
+2
+2
+2
+2
Basic lands3
+14
+7
+4
Combat Damage Synergy: token package, 3 token doublers, 2 haste enablers, 5 evasion enablers+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces9
Win conditions4
Combat threats10
Sacrifice outlets1
Token generators2
Reanimation1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Threats83Consistency81Mana base58
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
Themes6 total
+1/+1 Counters40 cards
40 counter synergies. Grow your creatures over time for massive threats.
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Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
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Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.