Commander
2.2±0.8
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
Low confidence(108 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks1
Mana dorks1
Land ramp3
Other acceleration1
Tutors1
Draw engines2
Spot removal7
Board wipes2
Stax & hate2
Protection1
Two-Color Mana Base (no fixing needed)+21ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands2
Taplands7
Combat Damage Synergy: 4 haste enablers, 2 damage multipliers+16ⓘ
Synergy pieces3
Win conditions3
Combat threats1
Token generators1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.2 → Bracket 1
Mana base75Threats30Interaction29
1.2 above Bracket 0 ceiling (1)
0.8 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Power Matters16 cards
16 power-matters cards. Convert creature power into damage, cards, or effects.
+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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.