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Commander
No commander provided3.3±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence203 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Mana rocks3
Mana dorks1
Land ramp6
Other acceleration2
Draw engines3
Cantrips & burst draw3
Recursion3
Value engines5
Spot removal4
Board wipes1
Stax & hate1
Mana Acceleration+2ⓘ
Fetchlands4
Dual & shock lands2
Premium utility lands3
Utility lands7
Taplands9
Basic lands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 3 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions1
Combat threats2
Sacrifice outlets2
Drain effects1
Token generators4
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.3 → Bracket 2
0.3 above Bracket 1 ceiling (3)
1.7 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 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.
+1/+1 Counters15 cards
15 counter synergies. Grow your creatures over time for massive threats.
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Aristocrats11 cards
11 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Graveyard/Reanimator11 cards
11 graveyard synergies. Use your graveyard as a second hand.
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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.