Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(160 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks1
Land ramp4
Other acceleration3
Draw engines4
Cantrips & burst draw12
Recursion2
Value engines14
Other1
Counterspells7
Spot removal2
Board wipes3
Protection1
Mana Acceleration (13 sources)+3ⓘ
Fetchlands1
Dual & shock lands5
Premium utility lands3
Utility lands5
Taplands9
Combat Damage Synergy: 1 haste enabler, 2 damage multipliers+10ⓘ
Synergy pieces6
Win conditions3
Combat threats7
Damage multipliers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Mana base83Consistency74Speed49
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
+1/+1 Counters27 cards
27 counter synergies. Grow your creatures over time for massive threats.
Counter Control10 cards
10 counterspells. Control the stack and protect your win conditions.
Power Matters6 cards
6 power-matters cards. Convert creature power into damage, cards, or effects.
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.