Commander
1.8±0.3
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Primary win line:Go-wide combat finish
High confidence(84 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks1
Mana dorks4
Land ramp1
Other acceleration1
Low Land Count (19/33)+-35ⓘ
Tutors1
Cantrips & burst draw2
Spot removal2
Artifact/enchantment removal1
Protection1
Two-Color Mana Base (no fixing needed)+85ⓘ
Low Land Count (19/33)+-35ⓘ
Premium utility lands2
Utility lands1
Basic lands1
Forest+17
Combat Damage Synergy: token swarm strategy, 1 token doubler, aristocrats engine+25ⓘ
Synergy pieces1
Combat threats1
Token generators3
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 1.8 → Bracket 1
Mana base75Threats46Speed24
0.8 above Bracket 0 ceiling (1)
1.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy7 cards
7 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.