Commander
2.7±0.55
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
Medium confidence(151 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks3
Other acceleration2
Treasure generators1
Draw engines4
Recursion2
Value engines11
Graveyard hate1
Board wipes2
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+3ⓘ
Fetchlands3
Dual & shock lands1
Premium utility lands1
Utility lands5
Taplands7
Combat Damage Synergy: token swarm strategy+14ⓘ
Synergy pieces5
Win conditions3
Combat threats11
Drain effects19
Token generators1
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 2.7 → Bracket 1
Threats86Mana base75Consistency43
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
Themes10 total
Lifegain61 cards
61 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Lifedrain27 cards
27 lifedrain effects. Drain opponents' life while gaining your own.
Go-Wide / Weenies20 cards
20 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.