Commander
2.6±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(140 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks5
Mana dorks5
Land ramp7
Other acceleration1
Treasure generators1
Other1
Draw engines4
Cantrips & burst draw8
Recursion5
Spot removal9
Graveyard hate4
Stax & hate1
Protection4
Mana Acceleration (22 sources)+12ⓘ
Fetchlands2
Taplands10
Combat Damage Synergy: token swarm strategy, 1 token doubler, 4 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces10
Win conditions2
Combat threats8
Token generators2
Other3
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
Threats80Mana base60Consistency51
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
Lifegain9 cards
9 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.