Commander
1.2±0.5
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Medium confidence(24 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks3
Low Land Count (7/34)+-68ⓘ
Tutors1
Draw engines4
Cantrips & burst draw1
Spot removal2
Board wipes5
Stax & hate5
Protection2
Low Land Count (7/34)+-68ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands1
Taplands1
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Synergy pieces3
Combat threats1
Token generators2
Damage multipliers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 1.2 → Bracket 1
Interaction54Threats39Speed21
0.2 above Bracket 0 ceiling (1)
1.8 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Aristocrats7 cards
7 sacrifice/death synergies. Drains opponents while generating value from deaths.
Forced Combat / Goad5 cards
5 forced combat effects. Make opponents attack each other.
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.