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HomeExplore decksCommanders
WRG

kaust cloak

viaArchidektArchidekt·2 views·2h ago

Power level

2.9±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence169 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve−10ⓘ
Fast mana2
Mana rocks1
Land ramp2
Other acceleration3
Commander Draw Engine+10ⓘ
Commander Synergy+2ⓘ
Tutors3
Draw engines6
Cantrips & burst draw2
Scry & Surveil2
Recursion5
Value engines12
Synergy support1
Artifact/enchantment removal3
Spot removal4
Board wipes4
Protection5
Fetchlands1
Premium utility lands2
Utility lands11
Taplands12
Basic lands3
Combat Damage Synergy+21ⓘ
Commander Synergy+2ⓘ
Synergy pieces3
Win conditions5
Combat threats8
Sacrifice outlets1
Token generators5
Reanimation1
Enablers2
Other5

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.9 (Bracket 1)+Game Changers 1→ Bracket 3
Markers
Learn more →
✓
Game Changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes4 total

MorphCore (34 cards)

34 morph creatures. Hide key threats face-down for surprise reveals.

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Stompy / Big ManaCore (18 cards)

18 high-impact creatures. Ramp into massive threats that dominate the board.

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Go-Wide / WeeniesCore (12 cards)

12 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.