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Commander
3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence185 pts
Estimated win turn
T7best
T8typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp5
Treasure generators2
Commander Draw Engine+15ⓘ
Tutors2
Draw engines6
Cantrips & burst draw2
Recursion2
Value engines2
Spot removal2
Stax & hate2
Protection12
Mana Acceleration+1ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands1
Utility lands7
Taplands3
Basic lands3
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
2 Combo(s) Detected (Consistency: 66%)+24ⓘ
Combo pieces2
Win conditions3
Combat threats7
Sacrifice outlets1
Token generators2
Reanimation3
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
Themes9 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.
Defenders/Walls18 cards
18 defenders/walls. Build an impenetrable wall, then convert to damage.
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Stompy / Big Mana12 cards
12 high-impact creatures. Ramp into massive threats that dominate the board.
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Legends Matter10 cards
10 legendary synergies. Your legends grow stronger together.
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