Commander
2.5±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(137 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+9ⓘ
Fast mana1
Mana rocks7
Mana dorks2
Other acceleration2
Tutors2
Draw engines4
Cantrips & burst draw2
Recursion1
Value engines1
Counterspells1
Spot removal3
Board wipes2
Protection2
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands1
Premium utility lands4
Utility lands8
Taplands1
Commander Synergy (2 groups)+19ⓘ
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler, 1 damage multiplier+15ⓘ
Synergy pieces1
Win conditions4
Combat threats7
Sacrifice outlets1
Token generators2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Threats79Mana base70Speed52
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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.