Commander
2.9±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence167 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks1
Other acceleration1
Treasure generators1
Commander Synergy (1 groups)+2ⓘ
Draw engines11
Cantrips & burst draw10
Recursion2
Value engines6
Counterspells3
Spot removal9
Board wipes1
Stax & hate1
Protection2
Fetchlands1
+5
Dual & shock lands1
+4
Premium utility lands3
+6
+5
+4
Utility lands6
+2
+2
+2
+2
+2
Taplands4
+3
+2
+2
+2
Basic lands3
+8
+6
+8
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Combo pieces1
Synergy pieces4
Win conditions1
Combat threats12
Drain effects2
Token generators3
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Consistency82Threats73Mana base67
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Ninjutsu29 cards
29 ninja synergies. Sneak ninjas into combat for devastating triggers.
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Aggro28 cards
28 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Ninja Tribal25 cards
25 ninja creatures detected. Tribal synergies can create powerful board states.
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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.