Commander
2.6±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(139 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Tight Curve (65% CMC 0-2)+15ⓘ
Fast mana5
Mana rocks3
Mana dorks1
Land ramp3
Other acceleration1
Treasure generators1
Other1
Tutors1
Draw engines3
Cantrips & burst draw5
Recursion4
Value engines8
Spot removal7
Stax & hate4
Protection2
Mana Acceleration (13 sources)+3ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Dual & shock lands5
Premium utility lands1
Utility lands4
Taplands5
Combat Damage Synergy: 1 token doubler, aristocrats engine+12ⓘ
Combo pieces1
Synergy pieces3
Win conditions5
Combat threats10
Sacrifice outlets2
Token generators3
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.6 (Bracket 1)+Game Changers→ Bracket 3
Mana base79Threats67Speed53
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
+1/+1 Counters18 cards
18 counter synergies. Grow your creatures over time for massive threats.
X Spells17 cards
17 X-cost spells. Scale your spells with your mana for big finishers.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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.