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Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence233 pts
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve−10ⓘ
Fast mana1
Mana rocks2
Tutors1
Draw engines5
Cantrips & burst draw3
Recursion3
Value engines1
Counterspells3
Spot removal7
Board wipes4
Protection1
Other1
Two-Color Mana Base (no fixing needed)+30ⓘ
Premium utility lands1
Taplands2
Basic lands2
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy+7ⓘ
Synergy pieces7
Win conditions1
Combat threats3
Drain effects1
Reanimation3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.6 → Bracket 2
0.6 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Horror Tribal16 cards
16 horror creatures detected. Tribal synergies can create powerful board states.
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Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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Hatebears8 cards
8 hatebear creatures. Small creatures that restrict opponents.
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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.