Commander
2.7±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(152 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana rocks13
Mana dorks2
Other acceleration6
Treasure generators1
Draw engines4
Cantrips & burst draw6
Recursion2
Value engines1
Other1
Counterspells1
Spot removal7
Board wipes1
Stax & hate2
Protection1
Mana Acceleration (26 sources)+15ⓘ
Utility lands19
Taplands1
Other1
Combat Damage Synergy: token swarm strategy, 3 haste enablers, 3 evasion enablers+25ⓘ
Combo pieces1
Synergy pieces4
Combat threats13
Drain effects2
Token generators3
Reanimation2
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
Speed84Threats80Mana base73
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
Themes6 total
Party43 cards
43 party synergies. Assemble Clerics, Rogues, Warriors, and Wizards.
Human Tribal14 cards
14 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.