Commander
2.4±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(128 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Mana rocks1
Mana dorks3
Land ramp1
Treasure generators1
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines3
Cantrips & burst draw3
Recursion4
Value engines3
Other2
Spot removal8
Stax & hate1
Protection3
Mono-Color Mana Base (no fixing needed)+32ⓘ
Basic lands1
Forest+38
Combat Damage Synergy: token package, 1 evasion enabler+7ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces8
Win conditions2
Combat threats27
Sacrifice outlets1
Token generators1
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.4 → Bracket 1
Threats82Mana base70Consistency36
1.4 above Bracket 0 ceiling (1)
0.6 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Voltron (Commander)11 cards
This deck is built around equipping or enchanting the commander for commander damage.
Deathtouch30 cards
30 deathtouch synergies. Small creatures that kill anything they touch.
Go-Wide / Weenies27 cards
27 low-cost creatures. Swarm the board and pump for lethal attacks.
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.