Commander
2.9±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence166 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+1ⓘ
Fast mana1
Mana rocks3
Land ramp2
Other acceleration5
Treasure generators1
Commander Synergy (1 groups)+1ⓘ
Tutors1
Draw engines4
Cantrips & burst draw9
Recursion4
Value engines1
Spot removal6
Artifact/enchantment removal1
Board wipes4
Stax & hate1
Protection9
Other1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands2
+5
+5
Dual & shock lands2
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands5
+2
+2
+2
+2
+2
Taplands6
+3
+3
+2
+2
+2
Basic lands2
+8
+8
Combat Damage Synergy: 2 evasion enablers, 1 damage multiplier+10ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces9
Combat threats3
Drain effects1
Token generators3
Reanimation1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.9 → Bracket 1
Mana base74Speed70Threats52
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
Themes5 total
Enchantress10 cards
10 enchantment synergy cards. Deck rewards you for casting enchantments.
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Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Voltron (Commander)27 cards
This deck is built around equipping or enchanting the commander for commander 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.