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(151 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 removal9
Graveyard hate2
Stax & hate1
High Land Count (47)+-10ⓘ
Dual & shock lands7
Utility lands9
Taplands15
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces2
Win conditions1
Combat threats9
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 base83Threats67Consistency61
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
Themes9 total
Go-Wide / Weenies13 cards
13 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.
Lifegain8 cards
8 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.