Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(165 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana rocks6
Mana dorks1
Land ramp7
Other acceleration4
Other1
Tutors2
Draw engines3
Cantrips & burst draw7
Recursion3
Value engines13
Other2
Spot removal4
Protection3
Mana Acceleration (22 sources)+12ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands1
Utility lands13
Taplands10
Other1
Combat Damage Synergy: token swarm strategy, 5 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces13
Win conditions2
Combat threats4
Sacrifice outlets2
Drain effects1
Token generators2
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Mana base84Threats72Speed67
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
Aristocrats18 cards
18 sacrifice/death synergies. Drains opponents while generating value from deaths.
Blink/Flicker13 cards
13 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.