Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(140 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (41% CMC 5+)+-10ⓘ
Fast mana1
Mana dorks5
Land ramp5
Other acceleration2
Tutors1
Draw engines4
Cantrips & burst draw6
Recursion3
Value engines3
Other2
Counterspells1
Spot removal6
Graveyard hate1
Stax & hate1
Mono-Color Mana Base (no fixing needed)+34ⓘ
Mana Acceleration (13 sources)+3ⓘ
Basic lands1
Forest+33
Combat Damage Synergy: 4 haste enablers+8ⓘ
Synergy pieces15
Win conditions1
Combat threats9
Drain effects1
Token generators1
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
Mana base70Threats60Consistency52
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
Voltron (Commander)11 cards
This deck is built around equipping or enchanting the commander for commander damage.
Stompy / Big Mana28 cards
28 high-impact creatures. Ramp into massive threats that dominate the board.
+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.