Commander
2.7±0.9
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Go-wide combat finish
Low confidence(156 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks3
Other acceleration3
Treasure generators2
Low Land Count (23/32)+-23ⓘ
Tutors3
Draw engines7
Recursion3
Value engines4
Other3
Spot removal5
Artifact/enchantment removal1
Stax & hate1
Two-Color Powerhouse Lands (4)+18ⓘ
Two-Color Mana Base (no fixing needed)+6ⓘ
Low Land Count (23/32)+-23ⓘ
Fetchlands2
Dual & shock lands5
Premium utility lands1
Utility lands12
Taplands2
Other1
Combat Damage Synergy: token package, 2 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces9
Combat threats5
Drain effects1
Token generators1
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
Threats76Mana base75Speed47
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
Themes8 total
+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
Knight Tribal8 cards
8 knight creatures detected. Tribal synergies can create powerful board states.
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.