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Commander
7.0±0.3
Playing with Power
Every card earns its slot. Efficient ramp, consistent draw, and a polished mana base.
High confidence490 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana3
Mana rocks3
Mana dorks7
Land ramp1
Other acceleration4
Treasure generators1
Tutors1
Draw engines4
Cantrips & burst draw2
Wheels2
Recursion2
Value engines1
Counterspells4
Spot removal7
Graveyard hate1
Land destruction1
Stax & hate9
Protection5
Mana Acceleration+8ⓘ
Fetchlands7
Dual & shock lands6
Premium utility lands3
Utility lands8
Taplands1
Basic lands2
3 Combo(s) Detected (Consistency: 45%)+25ⓘ
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Combo pieces6
Synergy pieces2
Win conditions2
Combat threats1
Drain effects5
Token generators1
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)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 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.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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Group Slug11 cards
11 group slug effects. Damage everyone equally, then break parity.
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Human Tribal8 cards
8 human creatures detected. Tribal synergies can create powerful board states.
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