High Perfect Morcant

Commander
BG
2.9±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence153 pts
Estimated win turn
T8best
T9typical
T10+contested
Vector breakdown
Mana rocks5
2+6
2+4
2+2
3+4
3+1
Mana dorks5
B/G+6
1G+2
1G+2
XGG+1
3G+1
Land ramp1
2G+2
Other acceleration1
6GG+1
Commander Synergy (1 groups)+1
Tutors3
2G+3
2G+2
B/GB/GB/G+2
Draw engines7
G+2
BG+5
1B+1
2B+5
2B+1
4B+1
6+1
Cantrips & burst draw9
2+2
1G+1
1B+1
1G+1
2G+2
2G+1
3B+1
3G+1
3G+1
Recursion7
1+1
1BG+1
1BB+1
3B+1
2BG+1
3BG+1
4BG+1
Value engines4
2+1
2G+2
2G+2
2B+1
Spot removal4
1B+5
2B+2
2G+1
4BG+1
Graveyard hate1
B/G+3
Board wipes1
2BB+2
Stax & hate1
2B+5
Protection2
3G+2
3GG+2
Two-Color Mana Base (no fixing needed)+25
Mana Acceleration (12 sources)+2
Utility lands4
+2
+2
+2
+2
Taplands7
+3
+2
+2
+2
+2
+2
+2
Basic lands2
+12
+13
1 Combo Family (1 lines, Consistency: 81%)+22
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+18
Commander Synergy (1 groups)+1
Combo pieces1
4G+6
Synergy pieces9
B+2
1+1
BB+2
1G+1
XGG+1
3B+4
3G+2
4B/G+1
6GG+1
Combat threats11
1B+1
1B+1
2G+1
2G+1
1BG+1
2BG+2
3G+2
3G+1
3G+1
3BB+2
6+1
Sacrifice outlets1
2B+5
Drain effects2
1B+1
3B+1
Token generators1
1B+4
Reanimation3
1BB+1
3BG+1
6BB+2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.9 (Bracket 1)+2-card combo Bracket 3
Threats84Mana base75Consistency50
Game changers 1
2-card combo 1
Mass land denial — none
Extra turns — none

Themes6 total

Elf Tribal22 cards

22 elf creatures detected. Tribal synergies can create powerful board states.

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Go-Wide / Weenies10 cards

10 low-cost creatures. Swarm the board and pump for lethal attacks.

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Tokens (Commander)12 cards

This deck generates and leverages a wide board of creature tokens.

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Combos1 total

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