Commander
6.7±0.4
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence486 pts
Estimated win turn
T6best
T8typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp6
Treasure generators3
Other acceleration1
Tutors7
Draw engines9
Cantrips & burst draw6
Recursion2
Value engines5
Counterspells2
Artifact/enchantment removal1
Spot removal7
Board wipes3
Protection7
Two-Color Powerhouse Lands+4ⓘ
Fetchlands4
Dual & shock lands5
Premium utility lands1
Utility lands13
Taplands7
Basic lands2
Combat Damage Synergy+12ⓘ
Synergy pieces2
Win conditions2
Combat threats6
Sacrifice outlets1
Enablers1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 6.7 → Bracket 3
1.7 above Bracket 2 ceiling (5)
0.3 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Blink/Flicker17 cards
17 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Legends Matter17 cards
17 legendary synergies. Legends in the deck grow stronger together.
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Go-Wide / Weenies14 cards
14 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.