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Tom Bombadil card image

Shared Deck

Tom Bombadrill

Commander:

Cards

100

Identity

BGRUW

Selected target

2

Updated (UTC)

Oct 6, 2026

Commander 1Mainboard 99

7.7

Power Estimate

Model estimateEstimates span B2–B3; models disagree

A heuristic signal from the current list, not a measured win rate.

Estimates span B2–B3; models disagree

These estimates support a table conversation; they do not prove play strength. A range shows model disagreement, not a confidence interval.

Card structure: B2

62/62 nonland copies with evidence

Demand and mana efficiency: B3 · 7.5/10

62/62 nonland copies with evidence

100 cards checked, including 1 commander copies · 61 curated combo packages checked · checked rules minimum B2

Assessment receipts

list-evidence-2026-10-10-v4

Input 5c3cef5ed349f0f173177984c9724eb02576c47337b151a5d6e50b50ee6d6030

texture-fixed-b2-faces-v2: Oracle card text and mana values; 0 card copies with unknown face provenance; 0 card copies with face availability not modeled; 61 curated combo packages checked

demand-impact-v1: Catalog USD prices and community inclusion ranks; Mana efficiency

Power Snapshot

Estimates span B2–B3; models disagree • 0 game changers detected

Efficiency

7.4

Impact

671

Score

692

Tipping point 3 • playability 76%

Estimated deck value $110.15

SpeedInteractionSynergyConsistencyThreatResilience

Generator Trust

Deck Intelligence

Strategy Fit

54/100

Ramp 68 · Draw 29 · Interaction 22

Foundation

76/100

adequate base · T3 lands 83%

Win Plan

83%

Combat pressure · ready

Plan Coherence

69/100

tribal · mixed

Opening Mix

73%

2–4 lands + a cheap card · mana unverified

Win Plan evidence

Combat pressure: 19 enablers · 3 payoffs · 34 support

This measures recognized pieces in the list, not a chance of winning or proof that you can execute the plan now.

Plan Coherence evidence

Method: weighted theme and role scores · tribal

Weighted score inputs: Synergy 57.2 · Draw 100 · Interaction 100 · Win pieces 100 · Combo 100 (each /100)

Off-theme role cards: 65.6% of nonland copies · Construct-adjusted share: 36.1% of nonland copies (not used by the weighted method)

  • Stabilized plan score: synergy already carries the role-soup penalty, so the primary read avoids the legacy double-penalty.

Foundation watchlist

Tutors / Search18/100(0 of 1)
Color Fixing65/100(17 of 25)
Opening Composition81/100(81 of 72)
Lands / Mana Sources90/100(38 of 38)

Base vs commander

Foundation is healthy enough to support commander tuning.

Value engines outnumber concrete closers; the deck may need clearer ways to end games.

Opening composition v2 · exact 7-card draws from 99 cards · 38 playable land faces (0 draft-only sources excluded) · 23 spells at mana value 0–2 · 22 ramp-tagged and 20 draw-tagged cards at mana value 0–3. Spell costs recorded for 61/61; missing mana values 0 (assumed 3), types 0, land text 0, nonland text 0. Land policy playable-land-faces-v1; front lands and verified modal land choices count, conditional transform backs do not. Multi-face cards 0 retain combined metadata for other estimates; invalid quantity rows excluded 0. Mana colors, tapped lands, activation costs, spending restrictions, draw conditions, multi-face availability and mulligans are not simulated.

Deck Strategy

Tribal-Control
critical

This deck plays as a tribal-control shell with layered lines and flexible pivots.

In the early game, deploy ramp and mana rocks early to accelerate into your core engines. Midgame plans should trade resources efficiently and keep pace with repeatable value. Your late-game priority is to leverage your strongest threats to convert a stable board into a finish.

Strategy Graph

Tribal-Control: Group Slug Pressure Engine into Counter Support Candidate.

unfocused - Based on the strongest recognized support, the list is spreading support across Tokens, Spells, Control, so the graph is less confident about a single main plan.

10 links

Counter support is unverified

19 matched card copies × 0.1 + 0 archetype bonus, capped at 1 = 1.00 candidate score. This is a heuristic score, not a win probability.

Core eligibility: four-copy threshold met; commander heuristic not matched; archetype not matched. A counter core is eligible, but another core takes precedence.

Matches can include placement, spending, opponent-directed effects and resource counters. Own growth, compatible recipients, repeatability and a finishing route need separate evidence.

counter-support-v1

Value Commander

Tom Bombadil reads as a repeatable value source that keeps the main plan stocked.

Group Slug Pressure Engine

Repeatable table damage and life-loss effects compress everyone else's clock while damage amplifiers make small triggers matter.

Attrition Pressure

Forced-sacrifice effects keep opposing boards small while the deck recurs or rebuilds.

Counter Support Candidate

Counter-text matches are unverified support hints, not proof of own growth or a finishing route. Check the counter kinds, recipients, costs and payoff.

Plan A: Counter Support Candidate

Counter-related support is unverified. Check counter kinds, recipients, payable costs and a useful payoff before treating this candidate as a growth or finishing route.

Plan B: Library/Hand Pressure

This pivot can attack cards in hand or library until opponents run out of resources or lose to draw/mill pressure.

Fallback: Value Pressure

If the clean finish is not available, the deck should still convert its engine into pressure through this backup route.

1

Establish The Clock

Stick repeatable damage or life-loss early so every turn cycle advances the win condition.

2

Turn On The Engine

Repeatable table damage and life-loss effects compress everyone else's clock while damage amplifiers make small triggers matter.

3

Convert Into Payoff

Use the engine to generate pressure, cards, mana, or attrition that changes the table state.

4

Verify a Finish

A finishing route remains unverified. Counter-related text alone does not establish how this list closes the game.

Functional But Unfocused

The deck has meaningful support for Tokens, Spells, Control, but no single package clearly owns the plan.

Control Label Lacks Interaction

The archetype points at control, but interaction density is too low to support that claim.

Typal Label Needs Type Density

The archetype says typal, but type-specific lords, token makers, or payoff cards are too sparse.

Token Payoffs

The deck can make bodies, but it needs anthem, draw, sacrifice, or drain payoffs that turn a wide board into a win.

Recommendations

Strategy Readiness (Bracket 4)

54%

Pace target average MV: 3.05

Ramp
68
Draw
29
Interaction
22
Pace
97
  • WARN

    Estimates span B2–B3; models disagree

Validation passed · Rules check for the selected target

Cards checked 100 · Game changers 0

· Deck texture looks closer to bracket 2 than bracket 1 based on current efficiency, interaction, and combo signals.