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Commander
5.9±0.5
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Medium confidence417 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks5
Land ramp2
Draw engines1
Cantrips & burst draw1
Value engines3
Counterspells4
Spot removal13
Board wipes9
Mana Acceleration+2ⓘ
Fetchlands11
Dual & shock lands10
Premium utility lands9
Utility lands3
Taplands9
Basic lands1
Tempo Control+20ⓘ
Combat Damage Synergy: token package+3ⓘ
Synergy pieces1
Combat threats1
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.9 → Bracket 3
0.9 above Bracket 2 ceiling (5)
1.1 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
Themes5 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.
Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Big Mana5 cards
5 mana doublers. Generate massive amounts of mana for huge spells.
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Cycling5 cards
5 cycling cards. Smooth draws while triggering cycling payoffs.
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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.