Commander
2.8±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(157 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Land ramp1
Other acceleration2
Treasure generators2
Draw engines3
Cantrips & burst draw7
Recursion5
Value engines2
Other1
Counterspells1
Spot removal18
Graveyard hate1
Board wipes2
Two-Color Mana Base (no fixing needed)+11ⓘ
Fetchlands2
Premium utility lands3
Utility lands5
Taplands6
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces4
Combat threats9
Sacrifice outlets1
Token generators2
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Interaction88Mana base75Threats58
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Unblockable / Evasion11 cards
11 evasion cards. Creatures that can't be blocked deal guaranteed damage.
The Ring11 cards
11 Ring temptation cards. Empower your ring-bearer with escalating abilities.
Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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.