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WRG

Toph Landfall

viaArchidektArchidekt·178 views·9 days ago

Power level

7.0±0.4
Optimized
High slot efficiency and tight construction; strong execution without full cEDH profile.
High confidence473 pts
Estimated win turn
T4best
T6typical
T7+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana rocks4
Mana dorks1
Land ramp6
Other acceleration2
Treasure generators1
Commander Synergy+1ⓘ
Tutors3
Draw engines2
Cantrips & burst draw5
Scry & Surveil1
Recursion3
Value engines7
Counterspells1
Artifact/enchantment removal2
Spot removal6
Graveyard hate2
Board wipes2
Protection2
Mana Acceleration+5ⓘ
Fetchlands6
Dual & shock lands2
Premium utility lands2
Utility lands6
Basic lands3
Other1
11 Combo Families+61ⓘ
Combat Damage Synergy+25ⓘ
Commander Synergy+1ⓘ
Combo pieces15
Synergy pieces3
Win conditions3
Combat threats1
Token generators2
Other1

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 7.0 → Bracket 4

Right at the Bracket 4 threshold

2.0 below Bracket 5 threshold (9)

2-card combo set a Bracket 3 floor, but this deck's power level pushes it into Bracket 4; under a marker-only reading of WotC's bracket guidance, it may fit Bracket 3.
Markers
Learn more →
✓
Game Changers 2
Minimum Bracket 3
✓
2-card combo 2
Minimum Bracket 3
✕Mass land denial — none
✕Extra turns — none

Themes5 total

LandfallCore (14 cards)

14 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.

,,,,
+1/+1 CountersCore (14 cards)

14 counter synergies. Grow creatures over time for massive threats.

,,,,
Blink/FlickerCore (12 cards)

12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

,,,,

Combos13 total

  • 2-card combos · 2
  • ++
    1 setup prereq
  • +
  • 3-card combos · 10
  • ++
  • ++
  • ++
  • +++
    1 setup prereq
  • ++
    Card that Earthbends
  • ++
    Card that Earthbends
  • ++
  • ++

History10 snapshots

Grade

Power8.2→7.0-1.2
BracketB4→B4

Vectors

Velocity
84→82
-2
Consistency
78→75
-3
Interaction
65→67
+2
Efficiency
87→87
—
Lethality
98→98
—

Grade

Power8.2→8.2—
BracketB4→B4

Vectors

Velocity
84→84
—
Consistency
80→78
-2
Interaction
41→65
+24
Efficiency
87→87
—
Lethality
98→98
—

Grade

Power8.1→8.2+0.1
BracketB4→B4

Vectors

Velocity
84→84
—
Consistency
73→80
+7
Interaction
40→41
+1
Efficiency
87→87
—
Lethality
98→98
—

Grade

Power8.2→8.1-0.1
BracketB4→B4

Vectors

Velocity
85→84
-1
Consistency
73→73
—
Interaction
66→40
-26
Efficiency
87→87
—
Lethality
98→98
—

Card Changes

Added (1)

Removed (1)

Grade

Power8.2→8.2—
BracketB4→B4

Vectors

Velocity
85→85
—
Consistency
73→73
—
Interaction
73→66
-7
Efficiency
87→87
—
Lethality
98→98
—

Card Changes

Added (1)

Removed (1)

Grade

Power8.3→8.2-0.1
BracketB4→B4

Vectors

Velocity
83→85
+2
Consistency
74→73
-1
Interaction
73→73
—
Efficiency
87→87
—
Lethality
99→98
-1

Card Changes

Added (1)

Removed (1)

Grade

Power8.5→8.3-0.2
BracketB4→B4

Vectors

Velocity
83→83
—
Consistency
77→74
-3
Interaction
74→73
-1
Efficiency
87→87
—
Lethality
98→99
+1

Grade

Power7.9→8.5+0.6
BracketB4→B4

Vectors

Velocity
83→83
—
Consistency
72→77
+5
Interaction
76→74
-2
Efficiency
87→87
—
Lethality
98→98
—

Card Changes

Added (1)

Removed (1)

Grade

Power7.8→7.9+0.1
BracketB4→B4

Vectors

Velocity
78→83
+5
Consistency
72→72
—
Interaction
76→76
—
Efficiency
87→87
—
Lethality
98→98
—

Card Changes

Added (1)

Removed (1)

Grade

Power7.6→7.8+0.2
BracketB4→B4

Vectors

Velocity
78→78
—
Consistency
72→72
—
Interaction
76→76
—
Efficiency
82→87
+5
Lethality
98→98
—

Card Changes

Added (4)

Removed (4)