Commander
2.9±1.15
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Low confidence(168 pts)
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (53% CMC 5+)+-10ⓘ
Fast mana2
Land ramp1
Other acceleration1
Commander Draw Engine (Kassandra, Eagle Bearer provides card draw)+13ⓘ
Tutors3
Cantrips & burst draw2
Recursion4
Spot removal1
Board wipes2
Stax & hate2
Protection2
Two-Color Powerhouse Lands (3)+15ⓘ
Dual & shock lands2
Premium utility lands10
Utility lands4
Taplands2
Basic lands1
Plains+1
Combat Damage Synergy: token swarm strategy, 1 extra combat, 2 damage multipliers+25ⓘ
Synergy pieces4
Combat threats2
Token generators1
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.9 (Bracket 1)+Game Changers→ Bracket 3
Mana base84Consistency51Threats49
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes0 total
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.