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(147 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks5
Other acceleration1
Treasure generators1
Draw engines2
Cantrips & burst draw12
Recursion6
Value engines4
Other1
Spot removal12
Graveyard hate1
Board wipes3
Stax & hate4
Mono-Color Mana Base (no fixing needed)+21ⓘ
Fetchlands1
Premium utility lands1
Utility lands1
Taplands3
Basic lands1
Swamp+30
Combat Damage Synergy: 1 haste enabler, aristocrats engine+10ⓘ
Synergy pieces10
Combat threats11
Sacrifice outlets2
Drain effects4
Token generators5
Reanimation3
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
Threats84Mana base70Interaction50
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
Themes6 total
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.