Commander
2.6±0.6
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence142 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana6
+7
+7
Mana rocks3
Other acceleration3
Treasure generators1
Low Land Count (14/31)+-43ⓘ
Draw engines7
Cantrips & burst draw3
Wheels3
Recursion2
Value engines1
Other2
Spot removal5
Board wipes6
Stax & hate12
Edict effects2
Protection4
Mono-Color Mana Base (no fixing needed)+71ⓘ
Mono-Color Powerhouse Lands (2)+12ⓘ
Mana Acceleration (11 sources)+1ⓘ
Low Land Count (14/31)+-43ⓘ
Fetchlands1
+7
Utility lands4
+2
+2
+2
+2
Taplands7
+2
+2
+2
+2
+2
+2
Combat Damage Synergy: aristocrats engine+8ⓘ
Combo pieces1
Synergy pieces7
Combat threats2
Sacrifice outlets1
Drain effects6
Token generators1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.6 (Bracket 1)+Game Changers→ Bracket 3
Mana base70Speed66Interaction63
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Aristocrats19 cards
19 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Discard18 cards
18 discard synergies. Empty opponents' hands while gaining value.
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Stax16 cards
16 stax pieces. Tax and restrict opponents' resources while breaking parity.
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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.