Commander
2.9±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(167 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (43% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks5
Mana dorks1
Land ramp13
Other acceleration4
Tutors3
Draw engines4
Cantrips & burst draw7
Recursion2
Value engines7
Other1
Spot removal8
Board wipes1
Mono-Color Mana Base (no fixing needed)+19ⓘ
Mana Acceleration (24 sources)+14ⓘ
Utility lands5
+2
+2
+2
+2
+2
Basic lands1
+25
Combat Damage Synergy: token swarm strategy, 2 token doublers, 5 evasion enablers+25ⓘ
Synergy pieces15
Win conditions4
Combat threats7
Token generators5
Reanimation1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Threats86Speed75Mana base70
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Stompy / Big Mana31 cards
31 high-impact creatures. Ramp into massive threats that dominate the board.
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+1/+1 Counters19 cards
19 counter synergies. Grow your creatures over time for massive threats.
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Voltron (Commander)7 cards
This deck is built around equipping or enchanting the commander for commander damage.
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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.