Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence412 pts
Estimated win turn
T6best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks2
Land ramp6
Commander Synergy+1ⓘ
Tutors4
Draw engines4
Cantrips & burst draw4
Wheels1
Scry & Surveil6
Recursion5
Value engines5
Counterspells2
Artifact/enchantment removal2
Spot removal3
Graveyard hate1
Board wipes1
Stax & hate1
Edict effects1
Protection2
Fetchlands3
+8
+8
+5
Dual & shock lands10
+6
+6
+6
+5
+5
+4
+4
+4
+4
+4
Premium utility lands3
+5
+5
+4
Utility lands2
+2
+2
Taplands1
+2
Basic lands3
+4
+5
+7
Commander Synergy+1ⓘ
Synergy pieces10
Win conditions3
Combat threats4
Reanimation1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8+Game Changers 1→ Bracket 3
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Mill11 cards
11 mill effects. Empty opponent libraries or fuel the graveyard.
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Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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Go-Wide / Weenies12 cards
12 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.
History
No history yet
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.