Commander
2.5±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Attrition and lockout endgame
High confidence(138 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks1
Other1
Tutors1
Draw engines14
Cantrips & burst draw2
Wheels4
Recursion5
Value engines3
Other1
Spot removal9
Graveyard hate5
Stax & hate17
Two-Color Mana Base (no fixing needed)+8ⓘ
Dual & shock lands4
+5
+4
+4
+4
Premium utility lands1
+5
Utility lands4
+2
+2
+2
+2
Taplands7
+3
+2
+2
+2
+2
Basic lands2
+15
+7
Tempo Control (lockout lethality)+9.8ⓘ
Combat Damage Synergy: 2 haste enablers, 1 damage multiplier+8ⓘ
Synergy pieces16
Combat threats1
Sacrifice outlets1
Drain effects3
Reanimation2
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
Mana base75Interaction67Threats55
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
Themes6 total
Graveyard (Commander)15 cards
This deck uses the graveyard as a primary resource.
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Discard21 cards
21 discard synergies. Empty opponents' hands while gaining value.
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Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.