Commander
2.6±0.4
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Commander combat pressure
High confidence(139 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Mana rocks4
Land ramp1
Other acceleration1
Treasure generators1
Other2
Tutors1
Draw engines1
Cantrips & burst draw7
Recursion4
Value engines6
Other1
Counterspells3
Spot removal12
Other1
Fetchlands2
Utility lands7
Taplands5
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+3.1ⓘ
Synergy pieces12
Win conditions1
Combat threats5
Token generators6
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats87Mana base55Interaction47
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.