Commander
2.9±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Attrition and lockout endgame
High confidence(168 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks1
Land ramp1
Tutors1
Draw engines5
Cantrips & burst draw10
Value engines3
Control Strategy Bonus (20.3 interaction cards)+30ⓘ
Counterspells2
Spot removal8
Board wipes2
Stax & hate19
Protection4
Mono-Color Mana Base (no fixing needed)+31ⓘ
Utility lands1
+2
Basic lands1
+37
Tempo Control (lockout lethality)+14.3ⓘ
Combat Damage Synergy: aristocrats engine+8ⓘ
Combo pieces1
Synergy pieces3
Combat threats4
Token generators2
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 2.9 (Bracket 1)+Mass Land Denial→ Bracket 4
Interaction84Mana base70Threats52
✓
Mass land denial (1)
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Stax (Commander)17 cards
This deck uses resource denial and disruption to slow opponents down.
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Defenders/Walls10 cards
10 defenders/walls. Build an impenetrable wall, then convert to damage.
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Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.