Commander
2.9±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
High confidence(168 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks3
Land ramp6
Other acceleration4
Draw engines7
Recursion3
Spot removal10
Stax & hate1
Two-Color Mana Base (no fixing needed)+17ⓘ
Mana Acceleration (15 sources)+5ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Utility lands12
Taplands7
Combat Damage Synergy: token swarm strategy, 6 token doublers, 5 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces10
Combat threats4
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.9 (Bracket 1)+Game Changers→ Bracket 3
Mana base75Threats68Interaction60
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters32 cards
32 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana20 cards
20 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies18 cards
18 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.