Commander
2.9±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(167 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (43% CMC 5+)+-10ⓘ
Fast mana2
+9
Mana rocks1
Mana dorks1
Land ramp7
Tutors1
Draw engines5
Cantrips & burst draw6
Recursion2
Value engines5
Other1
Counterspells1
Spot removal13
Board wipes1
Stax & hate4
Protection1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands4
+8
+5
+5
+5
Dual & shock lands1
+4
Premium utility lands2
+5
+4
Utility lands4
+2
+2
+2
Taplands4
+2
+2
+2
Basic lands3
+9
+12
+9
Other1
Combat Damage Synergy: token package, 2 token doublers+13ⓘ
Synergy pieces8
Win conditions2
Combat threats3
Drain effects1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Mana base82Consistency59Threats52
1.9 above Bracket 0 ceiling (1)
0.1 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stompy / Big Mana17 cards
17 high-impact creatures. Ramp into massive threats that dominate the board.
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Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Bounce5 cards
5 bounce effects. Return permanents to hand for tempo advantage.
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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.