Commander
2.6±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(145 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Mana rocks6
Mana dorks1
Land ramp2
Treasure generators2
Other1
Tutors3
Draw engines3
Cantrips & burst draw10
Recursion1
Value engines3
Counterspells6
Spot removal5
Board wipes1
Protection5
Two-Color Mana Base (no fixing needed)+25ⓘ
Fetchlands2
Utility lands4
Taplands1
Combat Damage Synergy: token package, aristocrats engine+14ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+4.3ⓘ
Combo pieces1
Synergy pieces6
Combat threats10
Token generators5
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Mana base75Threats67Interaction50
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes5 total
Human Tribal10 cards
10 human creatures detected. Tribal synergies can create powerful board states.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies10 cards
10 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.