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(165 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana3
Mana rocks2
Mana dorks2
Land ramp4
Other acceleration1
Treasure generators1
Other1
Commander Synergy (1 groups)+3ⓘ
Draw engines3
Cantrips & burst draw4
Recursion3
Value engines9
Other1
Counterspells1
Spot removal7
Artifact/enchantment removal1
Stax & hate1
Protection4
Two-Color Mana Base (no fixing needed)+11ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands2
+5
+5
Premium utility lands3
+6
+5
+4
Utility lands5
+2
+2
+2
+2
+2
Taplands3
+3
+2
+2
Basic lands2
+12
+8
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces8
Win conditions2
Combat threats11
Sacrifice outlets2
Token generators8
Other1
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
Threats87Mana base75Speed48
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
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
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Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
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Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.