Commander
2.2±0.2
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence105 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
+7
Mana rocks1
Land ramp2
Other acceleration1
Tutors3
Cantrips & burst draw10
Recursion8
Other5
Spot removal13
Graveyard hate2
Board wipes4
Stax & hate4
Protection1
Two-Color Mana Base (no fixing needed)+29ⓘ
Two-Color Powerhouse Lands (1)+6ⓘ
Utility lands1
+2
Taplands1
+3
Basic lands2
+17
+18
Tempo Control (lockout lethality)+7.4ⓘ
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces5
Combat threats11
Drain effects2
Other3
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.2 → Bracket 1
Mana base75Interaction67Threats39
1.2 above Bracket 0 ceiling (1)
0.8 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Graveyard (Commander)14 cards
This deck uses the graveyard as a primary resource.
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Deathtouch8 cards
8 deathtouch synergies. Small creatures that kill anything they touch.
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Stompy / Big Mana8 cards
8 high-impact creatures. Ramp into massive threats that dominate the board.
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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.