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Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence227 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks2
Other acceleration5
Treasure generators1
Tutors4
Draw engines6
Cantrips & burst draw1
Value engines1
Spot removal3
Board wipes1
Protection1
Two-Color Mana Base (no fixing needed)+5ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands3
Utility lands4
Taplands8
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 2 evasion enablers, aristocrats engine, 6 damage multipliers+25ⓘ
Synergy pieces14
Combat threats2
Drain effects1
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.6 → Bracket 2
0.6 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (5)
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.
Voltron24 cards
24 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Legends Matter15 cards
15 legendary synergies. Your legends grow stronger together.
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Go-Wide / Weenies15 cards
15 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.