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Commander
3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence209 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana5
Mana rocks3
Land ramp2
Other acceleration1
Treasure generators2
Tutors1
Draw engines3
Cantrips & burst draw5
Value engines2
Counterspells1
Artifact/enchantment removal1
Spot removal3
Board wipes2
Stax & hate6
Protection4
Mono-Color Mana Base (no fixing needed)+31ⓘ
Mana Acceleration+1ⓘ
Utility lands2
Basic lands1
Combat Damage Synergy: 3 extra combats, 1 haste enabler, 2 evasion enablers, 3 damage multipliers+25ⓘ
Synergy pieces4
Win conditions5
Combat threats2
Drain effects2
Token generators1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 3.4 → Bracket 4
Markers
Learn more →✓
Mass land denial 1
Minimum Bracket 4
✕Game changers — 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.
Voltron11 cards
11 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Legends Matter8 cards
8 legendary synergies. Your legends grow stronger together.
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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.