Commander
2.5±0.5
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
Medium confidence(132 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks3
Mana dorks2
Land ramp4
Other acceleration1
Treasure generators4
Low Land Count (8/30)+-55ⓘ
Draw engines3
Recursion1
Two-Color Mana Base (no fixing needed)+110ⓘ
Mana Acceleration (12 sources)+2ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Low Land Count (8/30)+-55ⓘ
Utility lands5
Taplands3
Combat Damage Synergy: 1 haste enabler, 1 evasion enabler, aristocrats engine, 1 damage multiplier+17ⓘ
Combat threats3
Sacrifice outlets1
Token generators4
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Mana base75Speed51Threats44
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal10 cards
10 elf creatures detected. Tribal synergies can create powerful board states.
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.