Commander
1.4±0.3
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Primary win line:Go-wide combat finish
High confidence(40 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (25% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks4
Mana dorks1
Other acceleration1
Treasure generators2
Low Land Count (1/33)+-80ⓘ
Draw engines2
Cantrips & burst draw5
Recursion3
Spot removal7
Board wipes3
Stax & hate2
Protection4
Low Land Count (1/33)+-80ⓘ
Taplands1
Combat Damage Synergy: 1 haste enabler, 1 evasion enabler, aristocrats engine+13ⓘ
Synergy pieces14
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 1.4 → Bracket 1
Threats73Interaction60Speed29
0.4 above Bracket 0 ceiling (1)
1.6 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Token Strategy19 cards
19 token producers. Go-wide strategies can overwhelm opponents with numbers.
Clones10 cards
10 clone effects. Copy the best threats on the battlefield.
Aristocrats7 cards
7 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.