Commander
2.7±0.7
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(156 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (62% CMC 5+)+-10ⓘ
Fast mana1
Land ramp13
Other acceleration2
Treasure generators2
Low Land Count (26/28)+-5ⓘ
Tutors2
Draw engines11
Cantrips & burst draw4
Recursion1
Value engines6
Spot removal7
Artifact/enchantment removal1
Stax & hate4
Protection1
Mana Acceleration (16 sources)+6ⓘ
Low Land Count (26/28)+-5ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands5
Taplands1
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
1 extra turn effect+5ⓘ
Synergy pieces6
Win conditions3
Combat threats10
Extra turns2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Threats85Consistency62Mana base51
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes5 total
Stompy / Big Mana38 cards
38 high-impact creatures. Ramp into massive threats that dominate the board.
Legends Matter16 cards
16 legendary synergies. Your legends grow stronger together.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.