Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(154 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Tight Curve (87% CMC 0-2)+15ⓘ
Fast mana2
Mana rocks4
Treasure generators1
Other4
Commander Synergy (1 groups)+3ⓘ
Cantrips & burst draw13
Recursion3
Value engines5
Spot removal8
Board wipes1
Two-Color Mana Base (no fixing needed)+13ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands2
Combat Damage Synergy: token package, 9 damage multipliers+25ⓘ
Synergy pieces3
Win conditions1
Combat threats21
Damage multipliers2
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Mana base75Threats74Interaction59
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Voltron15 cards
15 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Burn11 cards
11 damage dealers. Burn opponents down with direct damage.
+1/+1 Counters10 cards
10 counter synergies. Grow your creatures over time for massive threats.
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.