Commander
2.5±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence(135 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks6
Land ramp3
Draw engines5
Cantrips & burst draw6
Recursion2
Counterspells2
Spot removal9
Board wipes1
Stax & hate3
Protection1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands5
Utility lands4
Taplands6
Commander Synergy (1 groups)+8ⓘ
Combat Damage Synergy: token package, 1 token doubler+7ⓘ
Win conditions2
Combat threats4
Sacrifice outlets1
Drain effects2
Token generators1
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.5 (Bracket 1)+Game Changers→ Bracket 3
Mana base81Speed56Consistency47
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Infect26 cards
26 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Proliferate23 cards
23 proliferate effects. Multiply all your counters at once.
Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.