Commander
1.9±0.5
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Primary win line:Go-wide combat finish
Medium confidence(88 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana dorks1
Land ramp5
Treasure generators1
Commander Draw Engine (Indominus Rex, Alpha provides card draw)+10ⓘ
Draw engines2
Cantrips & burst draw4
Value engines1
Spot removal8
Graveyard hate1
Stax & hate1
Protection3
Dual & shock lands1
Premium utility lands2
Utility lands4
Taplands6
Combat Damage Synergy: 4 haste enablers+8ⓘ
Synergy pieces11
Combat threats5
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 1.9 → Bracket 1
Mana base60Threats39Interaction31
0.9 above Bracket 0 ceiling (1)
1.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aggro20 cards
20 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
Deathtouch11 cards
11 deathtouch synergies. Small creatures that kill anything they touch.
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.