Commander
2.6±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Commander combat pressure
Medium confidence(146 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (58% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+8ⓘ
Mana dorks4
Other acceleration2
Commander Draw Engine (Arcades, the Strategist provides card draw)+26ⓘ
Commander Synergy (1 groups)+3ⓘ
Tutors2
Draw engines1
Cantrips & burst draw4
Value engines1
Spot removal2
Stax & hate2
Protection15
Combat Damage Synergy: token package, 1 evasion enabler+10ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces12
Win conditions1
Combat threats21
Token generators1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats87Consistency65Speed37
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Defenders/Walls48 cards
48 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
Hatebears13 cards
13 hatebear creatures. Small creatures that restrict opponents.
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.