Commander
2.5±1.25
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Low confidence107 pts
Estimated win turn
T8best
T9typical
T10+contested
Vector breakdown
Fast mana3
+9
+7
Mana rocks1
Value engines1
Protection2
Mono-Color Mana Base+13ⓘ
Mono-Color Powerhouse Lands+8ⓘ
Fetchlands2
+5
+5
Premium utility lands3
+5
+4
+4
Utility lands2
+2
+2
Basic lands2
+11
+5
2 Combo Families+18ⓘ
Combo pieces4
Combat threats1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.5 (Bracket 1)+2-card combo 2→ Bracket 3
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✓
2-card combo 2
Minimum Bracket 3
✕Mass land denial — none
✕Extra turns — none
Themes1 total
No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Combo (Commander)10 cards
This deck is built around assembling one or more infinite combo finishes.
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