Commander
2.6±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(146 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Heavy Curve (25% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks4
Mana dorks4
Land ramp5
Other acceleration3
Commander Synergy (1 groups)+1ⓘ
Tutors2
Draw engines7
Cantrips & burst draw5
Value engines6
Other2
Counterspells1
Spot removal7
Graveyard hate1
Stax & hate1
Mana Acceleration (17 sources)+7ⓘ
Fetchlands1
+5
Utility lands1
+2
Taplands4
+2
+2
+2
+2
Basic lands3
+10
+10
+10
Combat Damage Synergy: 2 token doublers, 1 extra combat, 1 haste enabler, 3 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces12
Win conditions2
Combat threats14
Drain effects1
Token generators1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats85Consistency55Mana base52
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Energy32 cards
32 energy cards. Accumulate and spend energy for powerful effects.
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Artifacts Matter15 cards
15 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
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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.