Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(156 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Mana dorks7
Land ramp3
Other acceleration1
Other1
Commander Draw Engine (Cleopatra, Exiled Pharaoh provides card draw)+15ⓘ
Tutors6
Draw engines3
Cantrips & burst draw7
Recursion12
Value engines5
Other1
Spot removal8
Graveyard hate2
Protection3
Two-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (14 sources)+4ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands9
Taplands4
Combat Damage Synergy: token swarm strategy, 1 haste enabler, aristocrats engine+24ⓘ
Synergy pieces13
Combat threats7
Token generators1
Reanimation1
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
Consistency83Mana base75Threats60
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
Themes5 total
Graveyard (Commander)11 cards
This deck uses the graveyard as a primary resource.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
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.