Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(160 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana3
Mana rocks5
Other acceleration3
Tutors1
Draw engines4
Cantrips & burst draw3
Recursion2
Value engines13
Other4
Counterspells2
Spot removal4
Board wipes3
Protection3
Mana Acceleration (11 sources)+1ⓘ
Premium utility lands1
Utility lands15
Taplands1
Basic lands1
Wastes+20
Combat Damage Synergy: token swarm strategy, 3 token doublers, aristocrats engine+25ⓘ
Combo pieces1
Synergy pieces4
Win conditions2
Combat threats10
Sacrifice outlets6
Token generators3
Other3
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Threats85Mana base59Consistency53
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Combo (Commander)15 cards
This deck is built around assembling infinite combos or combo finishes.
+1/+1 Counters48 cards
48 counter synergies. Grow your creatures over time for massive threats.
Artifacts Matter30 cards
30 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.