Commander
2.6±0.8
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
Low confidence(140 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp4
Other acceleration1
Low Land Count (16/32)+-40ⓘ
Tutors2
Draw engines3
Cantrips & burst draw3
Recursion1
Value engines1
Counterspells2
Spot removal4
Board wipes1
Protection2
Two-Color Mana Base (no fixing needed)+90ⓘ
Low Land Count (16/32)+-40ⓘ
Fetchlands1
Utility lands4
Taplands1
Combat Damage Synergy: 1 extra combat, 4 haste enablers+14ⓘ
Synergy pieces2
Win conditions1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.6 (Bracket 1)+Game Changers→ Bracket 3
Mana base75Interaction35Speed34
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
+1/+1 Counters25 cards
25 counter synergies. Grow your creatures over time for massive threats.
Blink/Flicker20 cards
20 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Aristocrats18 cards
18 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.