2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence143 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Land ramp2
Other acceleration1
Treasure generators1
Minor treasure1
Other acceleration3
Tutors1
Draw engines2
Cantrips & burst draw16
Wheels1
Scry & Surveil2
Recursion2
Value engines5
Artifact/enchantment removal2
Spot removal7
Stax & hate3
Protection7
+1
Mono-Color Powerhouse Lands (1)+3ⓘ
Utility lands7
+2
+2
+2
+2
+2
+2
Taplands2
+2
Basic lands1
+31
Combat Damage Synergy+14ⓘ
Commander Synergy (1 group)+1ⓘ
Synergy pieces1
Win conditions3
Combat threats3
Drain effects12
Damage multipliers1
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 2.6 (Bracket 1)+Mass Land Denial→ Bracket 4
Markers
Learn more →✓
Mass land denial 1
Minimum Bracket 4
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Aristocrats (Commander)11 cards
This deck generates value from sacrificing and recurring creatures.
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Voltron11 cards
11 equipment/auras. Stack these on the commander for one-shot commander damage kills.
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Burn24 cards
24 damage dealers. Burn opponents down with direct damage.
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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.