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Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence162 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Commander Synergy+1ⓘ
Fast mana1
Mana rocks3
Mana dorks8
Land ramp3
Other acceleration1
Minor treasure4
Commander Synergy+1ⓘ
Tutors1
Draw engines4
Cantrips & burst draw9
Scry & Surveil1
Recursion5
Value engines7
Artifact/enchantment removal1
Spot removal10
Board wipes2
Stax & hate1
Edict effects2
Mana Acceleration+4ⓘ
Two-Color Mana Base+3ⓘ
Premium utility lands1
Utility lands6
Taplands3
Basic lands2
Combat Damage Synergy+21ⓘ
Commander Synergy+2ⓘ
Synergy pieces9
Win conditions1
Combat threats7
Sacrifice outlets1
Drain effects2
Enablers1
Alternate win strategies1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Food Matters20 cards
20 food synergy cards. Create, sacrifice, and benefit from Food tokens.
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+1/+1 Counters17 cards
17 counter synergies. Grow creatures over time for massive threats.
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Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.