Commander
2.9±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence166 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (60% CMC 0-2)+8ⓘ
Fast mana6
Mana rocks1
Other acceleration1
Commander Synergy (1 groups)+1ⓘ
Low Land Count (31/32)+-3ⓘ
Tutors4
Draw engines4
Cantrips & burst draw8
Recursion4
Value engines7
Other1
Spot removal12
Board wipes2
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+40ⓘ
Low Land Count (31/32)+-3ⓘ
Utility lands5
+2
+2
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+12
+12
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces6
Win conditions1
Combat threats18
Drain effects2
Token generators6
Reanimation2
Other2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 2.9 (Bracket 1)+Game Changers→ Bracket 4
Threats83Mana base75Consistency60
✓
Game changers 4
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Voltron (Commander)17 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Aggro19 cards
19 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.