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Commander
5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence349 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana rocks4
Other acceleration1
Tutors1
Draw engines6
Cantrips & burst draw5
Recursion1
Counterspells3
Spot removal5
Board wipes2
Protection3
Fetchlands5
Dual & shock lands6
Premium utility lands2
Utility lands9
Taplands7
Basic lands3
Combat Damage Synergy: token package, 1 token doubler, 1 extra combat, 1 haste enabler, 4 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Synergy pieces4
Win conditions1
Combat threats12
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1 → Bracket 3
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →✕Game changers — none
✕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.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Storm11 cards
11 storm synergies. Chain spells for exponential value.
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Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.