Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(161 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (32% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks5
Land ramp1
Other acceleration5
Treasure generators1
Tutors3
Draw engines4
Cantrips & burst draw1
Recursion2
Value engines5
Other1
Spot removal15
Board wipes1
Stax & hate2
Protection1
Mana Acceleration (15 sources)+5ⓘ
Fetchlands1
+8
Dual & shock lands5
+9
+9
+9
+4
+4
Premium utility lands2
+5
+5
Utility lands6
+2
+2
+2
+2
+2
+2
Basic lands3
+12
+6
+4
Combat Damage Synergy: token swarm strategy, 1 extra combat, 2 haste enablers, 2 evasion enablers+25ⓘ
Synergy pieces16
Win conditions5
Combat threats9
Sacrifice outlets1
Token generators1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Game Changers→ Bracket 3
Threats85Mana base84Interaction49
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Stompy / Big Mana24 cards
24 high-impact creatures. Ramp into massive threats that dominate the board.
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Legends Matter17 cards
17 legendary synergies. Your legends grow stronger together.
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Power Matters14 cards
14 power-matters cards. Convert creature power into damage, cards, or effects.
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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.