Commander
2.7±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Commander combat pressure
High confidence(150 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Land ramp1
Other acceleration1
Treasure generators1
Tutors2
Draw engines5
Cantrips & burst draw3
Recursion1
Value engines6
Other1
Counterspells5
Spot removal11
Stax & hate1
Protection4
Dual & shock lands5
Premium utility lands2
Utility lands3
Combat Damage Synergy: token swarm strategy, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces7
Win conditions2
Combat threats16
Drain effects1
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
Threats81Interaction69Mana base64
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
Themes10 total
Ninjutsu30 cards
30 ninja synergies. Sneak ninjas into combat for devastating triggers.
Ninja Tribal24 cards
24 ninja creatures detected. Tribal synergies can create powerful board states.
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.