Commander
1.9±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(88 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Mana dorks1
Land ramp2
Low Land Count (3/34)+-78ⓘ
Draw engines2
Value engines1
Spot removal1
Stax & hate1
Protection1
Two-Color Mana Base (no fixing needed)+146ⓘ
Low Land Count (3/34)+-78ⓘ
Dual & shock lands1
Taplands1
Basic lands1
Forest+1
Combat Damage Synergy: token swarm strategy, 3 token doublers+25ⓘ
Synergy pieces8
Win conditions1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 1.9 → Bracket 1
Mana base75Threats73Speed15
0.9 above Bracket 0 ceiling (1)
1.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.