Commander
2.9±0.6
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Commander combat pressure
Medium confidence(167 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana2
+7
Mana rocks2
Other acceleration2
Treasure generators1
Commander Synergy (2 groups)+7ⓘ
Low Land Count (23/33)+-25ⓘ
Tutors2
Draw engines8
Cantrips & burst draw2
Recursion13
+2
Value engines3
Other1
Spot removal11
Board wipes4
Stax & hate4
Protection14
Two-Color Powerhouse Lands (2)+7ⓘ
Low Land Count (23/33)+-25ⓘ
Fetchlands5
+8
+8
+8
+8
+7
Dual & shock lands3
+9
+6
+5
Premium utility lands2
+5
+4
Utility lands9
+3
+3
+2
+2
+2
+2
+2
+2
+2
Taplands3
+2
+2
+2
Tempo Control (lockout lethality)+14.6ⓘ
Commander Synergy (2 groups)+6ⓘ
Synergy pieces1
Combat threats5
Drain effects6
Token generators2
Reanimation3
Other4
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Interaction85Mana base76Threats60
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Enchantress (Commander)15 cards
This deck synergizes with enchantments for card advantage and control.
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Voltron31 cards
31 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Aristocrats11 cards
11 sacrifice/death synergies. Drains opponents while generating value from deaths.
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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.