Commander
2.5±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(130 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (76% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks2
Mana dorks3
Land ramp4
Other acceleration1
Treasure generators1
Tutors1
Draw engines4
Cantrips & burst draw2
Recursion4
Value engines2
Other1
Spot removal16
Stax & hate1
Protection3
Mono-Color Mana Base (no fixing needed)+26ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Utility lands3
Basic lands1
Forest+32
Synergy pieces3
Win conditions1
Combat threats20
Sacrifice outlets1
Token generators1
Group slug1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Mana base70Speed54Threats53
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Deathtouch31 cards
31 deathtouch synergies. Small creatures that kill anything they touch.
Go-Wide / Weenies23 cards
23 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro10 cards
10 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.