Emissary Green

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Commander
2.8±0.5
First Draft
Basic theme present but card selection and mana base need significant work.
Medium confidence159 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks4
Land ramp7
Treasure generators1
Tutors2
Draw engines3
Cantrips & burst draw1
Value engines5
Spot removal6
Protection3
Mono-Color Mana Base (no fixing needed)+18
Mana Acceleration+4
Mono-Color Powerhouse Lands (1)+1
Fetchlands1
Premium utility lands1
Utility lands3
Taplands1
Basic lands1
Combat Damage Synergy: token swarm strategy, 1 token doubler, 3 tribal lords, 1 haste enabler, 3 evasion enablers, aristocrats engine+25
Synergy pieces6
Combat threats5

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1

1.8 above Bracket 0 ceiling (1)

0.2 below Bracket 2 threshold (3)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes8 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.
Elf Tribal21 cards

21 elf creatures detected. Tribal synergies can create powerful board states.

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+1/+1 Counters19 cards

19 counter synergies. Grow your creatures over time for massive threats.

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Go-Wide / Weenies13 cards

13 low-cost creatures. Swarm the board and pump for lethal attacks.

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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.