Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(162 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (80% CMC 0-2)+15ⓘ
Fast mana3
Mana rocks12
Land ramp1
Other2
Commander Draw Engine (Wick, the Whorled Mind provides card draw)+10ⓘ
Cantrips & burst draw5
Recursion3
Value engines3
Counterspells1
Spot removal4
Mana Acceleration (16 sources)+6ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands3
Utility lands8
Taplands5
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces12
Win conditions1
Combat threats9
Damage multipliers3
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
Speed82Mana base81Threats56
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
Themes3 total
Voltron (Commander)25 cards
This deck is built around equipping or enchanting the commander for commander damage.
Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Artifacts Matter6 cards
6 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.