Commander
2.1±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(101 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks1
Mana dorks3
Land ramp2
Other1
Tutors1
Cantrips & burst draw4
Value engines5
Other1
Spot removal14
Graveyard hate1
Protection1
Two-Color Mana Base (no fixing needed)+10ⓘ
Fetchlands2
Premium utility lands1
Utility lands4
Taplands5
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions1
Combat threats21
Sacrifice outlets4
Drain effects1
Token generators5
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.1 → Bracket 1
Threats86Mana base75Interaction23
1.1 above Bracket 0 ceiling (1)
0.9 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Human Tribal13 cards
13 human creatures detected. Tribal synergies can create powerful board states.
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.