Commander
2.4±0.35
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(122 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Land ramp1
Treasure generators1
Cantrips & burst draw12
Recursion11
Value engines1
Spot removal8
Graveyard hate1
Stax & hate1
Protection3
Combat Damage Synergy: aristocrats engine+8ⓘ
Synergy pieces7
Win conditions1
Combat threats5
Sacrifice outlets5
Drain effects4
Token generators10
Reanimation2
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.4 → Bracket 1
Threats82Mana base70Consistency38
1.4 above Bracket 0 ceiling (1)
0.6 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Graveyard (Commander)14 cards
This deck uses the graveyard as a primary resource.
Aristocrats24 cards
24 sacrifice/death synergies. Drains opponents while generating value from deaths.
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.