Toshiro Vampires

Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence161 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Heavy Curve−10
Fast mana2
Land ramp1
Other acceleration1
Minor treasure1
Tutors1
Draw engines2
Cantrips & burst draw5
Scry & Surveil1
Recursion8
Value engines7
Synergy support2
Other1
Spot removal20
Board wipes4
Stax & hate2
Protection2
Mono-Color Mana Base+7
Mono-Color Powerhouse Lands+6
Utility lands3
Basic lands1
Combat Damage Synergy+22
Synergy pieces11
Win conditions3
Combat threats11
Drain effects2

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1

1.8 above Bracket 0 ceiling (1)

0.2 below Bracket 2 threshold (3)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes7 total

Vampire Tribal15 cards

15 vampire creatures detected. Tribal synergies can create powerful board states.

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Lifegain14 cards

14 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

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Stompy / Big Mana14 cards

14 high-impact creatures. Ramp into massive threats that dominate the board.

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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.

History2 snapshots

Grade

Power2.82.8
BracketB1B1

Vectors

Velocity
1111
Consistency
5860
+2
Interaction
6467
+3
Efficiency
5252
Lethality
8989

Card Changes

Added (2)

Removed (2)

Grade

Power2.82.8
BracketB1B1

Vectors

Velocity
1111
Consistency
5758
+1
Interaction
6964
-5
Efficiency
5252
Lethality
8989

Card Changes

Added (1)

Removed (1)