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HomeExplore decksCommanders
RG

On the ground!

viaArchidektArchidekt·22 views·35 days ago

Power level

2.5±0.55
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Solid confidence137 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks2
Mana dorks1
Land ramp5
Other acceleration6
Other acceleration1
Commander Draw Engine+13ⓘ
Tutors2
Draw engines2
Cantrips & burst draw7
Recursion6
Value engines12
Artifact/enchantment removal1
Spot removal11
Protection7
Two-Color Mana Base (no fixing needed)+15ⓘ
Mana Acceleration+1ⓘ
Utility lands6
Taplands1
Basic lands2
Combat Damage Synergy: 1 evasion enabler, 1 damage multiplier+7ⓘ
Synergy pieces3
Combat threats15
Sacrifice outlets3
Token generators3

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.5 → Bracket 1

1.5 above Bracket 0 ceiling (1)

0.5 below Bracket 2 threshold (3)

Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes5 total

MorphCore (44 cards)

44 morph creatures. Hide your threats face-down for surprise reveals.

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Stompy / Big ManaCore (14 cards)

14 high-impact creatures. Ramp into massive threats that dominate the board.

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+1/+1 CountersCore (11 cards)

11 counter synergies. Grow your creatures over time for massive threats.

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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.