Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(155 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana rocks3
Other acceleration3
Other1
Draw engines3
Cantrips & burst draw11
Spot removal26
Board wipes4
Two-Color Mana Base (no fixing needed)+21ⓘ
Fetchlands2
Utility lands4
Taplands5
Combat Damage Synergy: aristocrats engine, 2 damage multipliers+16ⓘ
Synergy pieces2
Win conditions4
Combat threats3
Drain effects9
Token generators2
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
Interaction86Mana base75Threats65
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
Themes4 total
Burn26 cards
26 damage dealers. Burn opponents down with direct damage.
Aristocrats (Commander)13 cards
This deck generates value from sacrificing and recurring creatures.
Storm9 cards
9 storm synergies. Chain spells for exponential value.
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.