Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence158 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
Mana dorks7
Land ramp1
Other acceleration1
Other1
Commander Draw Engine (Cleopatra, Exiled Pharaoh provides card draw)+15ⓘ
Tutors6
Draw engines3
Cantrips & burst draw9
Recursion10
Value engines4
Other1
Spot removal7
Board wipes1
Protection7
Two-Color Mana Base (no fixing needed)+14ⓘ
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands1
+4
Premium utility lands2
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands2
+8
+12
Combat Damage Synergy: token swarm strategy, 1 token doubler, aristocrats engine+25ⓘ
Synergy pieces12
Combat threats7
Sacrifice outlets3
Reanimation1
Other1
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
Consistency84Mana base75Threats69
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
Themes5 total
Human Tribal13 cards
13 human creatures detected. Tribal synergies can create powerful board states.
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+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.