Commander
2.5±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(130 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (40% CMC 5+)+-10ⓘ
Mana dorks1
Land ramp8
Other acceleration1
Treasure generators1
Tutors3
Cantrips & burst draw20
Recursion7
Other1
Spot removal14
Board wipes1
Stax & hate1
Protection2
Fetchlands5
Utility lands5
Taplands7
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler+9ⓘ
Synergy pieces10
Combat threats1
Sacrifice outlets5
Drain effects1
Reanimation1
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Mana base77Consistency63Threats48
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Graveyard (Commander)15 cards
This deck uses the graveyard as a primary resource.
Cycling23 cards
23 cycling cards. Smooth draws while triggering cycling payoffs.
Aristocrats18 cards
18 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.