Commander
2.8±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
High confidence(163 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks1
Land ramp5
Other acceleration2
Treasure generators1
Draw engines6
Cantrips & burst draw6
Recursion1
Counterspells4
Spot removal5
Protection3
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
Dual & shock lands8
Premium utility lands3
Utility lands6
Taplands5
Combat Damage Synergy: token swarm strategy, 8 token doublers, 4 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy (2 groups)+13ⓘ
Combo pieces1
Synergy pieces4
Win conditions4
Combat threats8
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Game Changers→ Bracket 3
Mana base87Threats75Consistency72
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
+1/+1 Counters29 cards
29 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.