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Commander
3.1±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence177 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks1
Land ramp1
Tutors1
Draw engines2
Cantrips & burst draw7
Value engines6
Counterspells1
Spot removal12
Board wipes2
Stax & hate1
Protection1
Fetchlands1
Dual & shock lands2
Premium utility lands2
Utility lands2
Taplands4
Basic lands4
Combat Damage Synergy: token package, 2 evasion enablers+10ⓘ
Commander Synergy+4ⓘ
Synergy pieces2
Win conditions4
Combat threats1
Drain effects3
Token generators1
Damage multipliers3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2
0.1 above Bracket 1 ceiling (3)
1.9 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 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.
Infect27 cards
27 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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-1/-1 Counters21 cards
21 -1/-1 counter cards. Weaken and wither opponent creatures.
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Proliferate15 cards
15 proliferate effects. Multiply all your counters at once.
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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.