Commander
2.7±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(154 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks5
Mana dorks2
Other acceleration2
Treasure generators1
Other1
Commander Draw Engine (Mr. Foxglove provides card draw)+10ⓘ
Draw engines6
Cantrips & burst draw3
Value engines9
Other1
Spot removal10
Graveyard hate2
Stax & hate1
Dual & shock lands4
Utility lands9
Taplands15
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces3
Win conditions1
Combat threats10
Token generators2
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Mana base82Threats72Consistency61
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
Aggro9 cards
9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.