Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence139 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Tight Curve+15ⓘ
Zada: Spell copy engine+12ⓘ
Fast mana1
Treasure generators1
Minor treasure3
Other acceleration1
Zada: Spell copy engine+8ⓘ
Commander Synergy+2ⓘ
Tutors1
Cantrips & burst draw14
Recursion1
Value engines3
Spot removal5
Mono-Color Mana Base+10ⓘ
Utility lands2
Basic lands1
Combat Damage Synergy+8ⓘ
Commander Synergy+1ⓘ
Synergy pieces6
Win conditions2
Combat threats17
Sacrifice outlets3
Drain effects2
Token generators7
Enablers2
Alternate win strategies1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Voltron (Commander)19 cards
This deck equips or enchants the commander to deal commander damage.
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Goblin Tribal22 cards
22 goblin creatures detected. Tribal synergies can create powerful board states.
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Token Strategy19 cards
19 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.
History1 snapshot
Grade
Power2.6→2.6—
BracketB1→B1
Vectors
Velocity
45→45
—
Consistency
50→51
+1
Interaction
13→12
-1
Efficiency
52→52
—
Lethality
85→85
—
Card Changes
Added (4)
Removed (3)