Commander
2.6±0.5
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Commander combat pressure
Medium confidence(147 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Land ramp1
Other acceleration2
Treasure generators2
Tutors1
Draw engines2
Cantrips & burst draw3
Recursion5
Value engines7
Spot removal8
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands2
Utility lands16
Taplands2
Combat Damage Synergy: token swarm strategy, 5 token doublers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces3
Win conditions3
Combat threats3
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Mana base76Threats54Consistency50
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters25 cards
25 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.