Commander
2.8±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
High confidence(157 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks6
Land ramp3
Other acceleration1
Tutors2
Draw engines4
Cantrips & burst draw3
Recursion1
Two-Color Mana Base (no fixing needed)+25ⓘ
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands3
Taplands1
Combat Damage Synergy: token swarm strategy, 3 token doublers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions1
Combat threats3
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Game Changers→ Bracket 3
Mana base75Threats52Consistency48
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters36 cards
36 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Legends Matter13 cards
13 legendary synergies. Your legends grow stronger together.
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.