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HomeExplore decksCommanders
WUBRG

Test.tickle

viaMoxfieldMoxfield·11 views·35 days ago

Power level

2.6±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Solid confidence142 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Commander Synergy+1ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp3
Other acceleration1
Treasure generators4
Other acceleration2
Commander Synergy+2ⓘ
Tutors1
Draw engines9
Cantrips & burst draw5
Recursion2
Value engines9
Artifact/enchantment removal1
Spot removal12
Board wipes4
Protection2
Fetchlands5
Dual & shock lands5
Premium utility lands6
Utility lands7
Taplands4
Basic lands5
Other1
Combat Damage Synergy: token swarm strategy, 5 token doublers, aristocrats engine+25ⓘ
Commander Synergy+2ⓘ
Synergy pieces15
Win conditions3
Combat threats8
Sacrifice outlets1

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1

1.6 above Bracket 0 ceiling (1)

0.4 below Bracket 2 threshold (3)

Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes7 total

Tokens (Commander)Core (20 cards)

This deck generates and leverages a wide board of creature tokens.

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AristocratsCore (11 cards)

11 sacrifice/death synergies. Drains opponents while generating value from deaths.

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+1/+1 CountersCore (27 cards)

27 counter synergies. Grow your creatures over time for massive threats.

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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.