Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(140 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (64% CMC 0-2)+8ⓘ
Mana rocks1
Other acceleration1
Treasure generators1
Other1
Tutors1
Draw engines1
Cantrips & burst draw9
Counterspells8
Spot removal14
Other1
Two-Color Mana Base (no fixing needed)+33ⓘ
Fetchlands1
Taplands3
Tempo Control (lockout lethality)+6.6ⓘ
Combat Damage Synergy: 1 haste enabler, 1 damage multiplier+6ⓘ
Synergy pieces7
Combat threats17
Sacrifice outlets1
Drain effects2
Group slug1
Damage multipliers1
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 base75Interaction63Threats55
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
Themes4 total
Voltron (Commander)22 cards
This deck is built around equipping or enchanting the commander for commander damage.
Burn16 cards
16 damage dealers. Burn opponents down with direct damage.
Spellslinger11 cards
11 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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.