Far Fortune, End Boss

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Commander
3.5±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence224 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8
Fast mana1
Mana dorks1
Treasure generators3
Draw engines6
Cantrips & burst draw2
Wheels1
Recursion1
Value engines1
Counterspells1
Spot removal2
Stax & hate1
Protection1
Dual & shock lands4
Premium utility lands2
Utility lands11
Taplands3
Basic lands2
Combat Damage Synergy: 2 haste enablers, 1 evasion enabler, aristocrats engine, 1 damage multiplier+19
Synergy pieces1
Combat threats2
Sacrifice outlets1
Drain effects6
Token generators10
Reanimation2
Group slug1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.5 → Bracket 2

0.5 above Bracket 1 ceiling (3)

1.5 below Bracket 3 threshold (5)

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.
Go-Wide / Weenies25 cards

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

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Aggro24 cards

24 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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Token Strategy18 cards

18 token producers. Go-wide strategies can overwhelm opponents with numbers.

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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.