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Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence366 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Fast mana3
Mana rocks8
Mana dorks4
Land ramp6
Other acceleration4
Glass Cannon−10ⓘ
Recursion1
Value engines2
Artifact/enchantment removal1
Spot removal5
Graveyard hate1
Board wipes1
Stax & hate5
Protection3
Mana Acceleration+15ⓘ
Fetchlands4
Dual & shock lands9
Premium utility lands2
Utility lands1
Taplands3
Basic lands3
9 Combo(s) Detected (Consistency: 20%)+39ⓘ
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Combo pieces8
Synergy pieces2
Win conditions3
Combat threats1
Drain effects2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.7 → Bracket 3
0.7 above Bracket 2 ceiling (5)
1.3 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 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.
Burn5 cards
5 damage dealers. Burn opponents down with direct damage.
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Big Mana4 cards
4 mana doublers. Generate massive amounts of mana for huge spells.
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Group Slug4 cards
4 group slug effects. Damage everyone equally, then break parity.
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