Commander
2.8±0.6
First Draft
Basic theme present but card selection and mana base need significant work.
Primary win line:Commander combat pressure
Medium confidence(160 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (40% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks2
Mana dorks3
Land ramp1
Other acceleration3
Treasure generators1
Commander Synergy (1 groups)+3ⓘ
Draw engines3
Cantrips & burst draw7
Recursion9
Value engines2
Spot removal8
Protection6
Two-Color Powerhouse Lands (2)+5ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands4
Premium utility lands1
Utility lands11
Taplands13
+1 more
Combat Damage Synergy: 3 haste enablers, 1 evasion enabler, aristocrats engine+17ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces14
Win conditions1
Combat threats4
Drain effects2
Token generators3
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.8 → Bracket 1
Mana base83Threats81Interaction55
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Mill21 cards
21 mill effects. Empty opponent libraries or fuel your graveyard.
Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.