Commander
2.6±0.55
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Commander combat pressure
Medium confidence(147 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks2
Mana dorks1
Land ramp5
Other acceleration1
Tutors1
Draw engines1
Cantrips & burst draw3
Scry & Surveil1
Recursion1
Value engines8
Other1
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Utility lands6
Taplands6
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 extra combat, 5 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces18
Combat threats14
Sacrifice outlets1
Token generators4
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats86Mana base56Interaction42
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
Human Tribal22 cards
22 human creatures detected. Tribal synergies can create powerful board states.
Aristocrats20 cards
20 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.