Gotta Catch 'Em All

Commander
4.6±0.3
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence317 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Heavy Curve−10
Mana rocks7
Mana dorks2
Other acceleration3
Treasure generators4
Minor treasure1
Tutors1
Draw engines6
Cantrips & burst draw3
Recursion3
Value engines2
Synergy support1
Spot removal13
Graveyard hate2
Board wipes3
Protection1
Fetchlands2
Dual & shock lands5
Premium utility lands3
Utility lands8
Taplands4
Basic lands3
Combat Damage Synergy+25
Synergy pieces21
Win conditions1
Combat threats5

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.6 → Bracket 2

1.6 above Bracket 1 ceiling (3)

0.4 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes4 total

Tokens (Commander)31 cards

This deck generates and leverages a wide board of creature tokens.

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Stompy / Big Mana23 cards

23 high-impact creatures. Ramp into massive threats that dominate the board.

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Dragon Tribal20 cards

20 dragon creatures detected. Tribal synergies can create powerful board states.

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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.