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Commander
5.3±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence368 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp5
Other acceleration2
Treasure generators1
Commander Draw Engine+10ⓘ
Tutors2
Draw engines8
Cantrips & burst draw2
Recursion2
Artifact/enchantment removal1
Spot removal7
Board wipes1
Stax & hate1
Protection11
Mana Acceleration+1ⓘ
Fetchlands2
Dual & shock lands6
Premium utility lands4
Utility lands8
Taplands7
Basic lands3
Combat Damage Synergy: token package, 1 extra combat, 1 haste enabler, 2 evasion enablers, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces4
Win conditions2
Combat threats6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.3 → Bracket 3
0.3 above Bracket 2 ceiling (5)
1.7 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
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.
Voltron21 cards
21 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Legends Matter16 cards
16 legendary synergies. Your legends grow stronger together.
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Human Tribal13 cards
13 human creatures detected. Tribal synergies can create powerful board states.
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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.