Commander
2.6±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(147 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (78% CMC 0-2)+15ⓘ
Fast mana1
Mana dorks3
Land ramp2
Other acceleration1
Treasure generators1
Low Land Count (32/33)+-3ⓘ
Draw engines3
Cantrips & burst draw3
Recursion2
Value engines3
Other1
Counterspells1
Spot removal12
Stax & hate1
Mono-Color Mana Base (no fixing needed)+34ⓘ
Low Land Count (32/33)+-3ⓘ
Premium utility lands1
Utility lands3
Basic lands1
Forest+28
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers+10ⓘ
Synergy pieces4
Win conditions2
Combat threats22
Sacrifice outlets1
Token generators1
Group slug1
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
Mana base70Threats67Interaction56
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
Themes10 total
Deathtouch25 cards
25 deathtouch synergies. Small creatures that kill anything they touch.
Go-Wide / Weenies24 cards
24 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.