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Commander
8.7±0.3
High Power
Tight curve and refined gameplan. Threats deploy quickly and the deck can protect its strategy.
High confidence612 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana9
Mana rocks3
Mana dorks3
Land ramp1
Other acceleration1
Tutors7
Draw engines7
Cantrips & burst draw1
Value engines12
Counterspells7
Spot removal3
Board wipes2
Stax & hate2
Mana Acceleration+7ⓘ
Fetchlands10
Dual & shock lands6
Premium utility lands3
Utility lands5
Taplands1
Basic lands3
2 Combo(s) Detected (Consistency: 96%)+29ⓘ
Combat Damage Synergy: token package, 2 token doublers, 1 haste enabler, 2 evasion enablers+19ⓘ
Commander Synergy+14ⓘ
Extra Turn Package+10ⓘ
Tempo Control+7ⓘ
Combo pieces4
Synergy pieces1
Win conditions3
Combat threats7
Drain effects1
Other2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 8.7 → Bracket 4
1.7 above Bracket 3 ceiling (7)
0.3 below Bracket 5 threshold (9)
Markers
Learn more →✓
Game changers 11
Minimum Bracket 4
✓
Extra turns 2
✕Mass land denial — none
✕2-card combo — 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.
Infect18 cards
18 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Proliferate15 cards
15 proliferate effects. Multiply all your counters at once.
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-1/-1 Counters9 cards
9 -1/-1 counter cards. Weaken and wither opponent creatures.
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