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Commander
3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence255 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana6
Mana rocks1
Land ramp2
Other acceleration4
Low Land Count−30ⓘ
Tutors4
Draw engines7
Cantrips & burst draw3
Recursion3
Value engines3
Spot removal7
Board wipes3
Stax & hate3
Protection13
Mono-Color Mana Base (no fixing needed)+55ⓘ
Mono-Color Powerhouse Lands (2)+9ⓘ
Mana Acceleration+4ⓘ
Low Land Count−30ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands8
Taplands5
Combat Damage Synergy: 2 damage multipliers+8ⓘ
Synergy pieces6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.9 → Bracket 3
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — 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.
Voltron20 cards
20 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Human Tribal11 cards
11 human creatures detected. Tribal synergies can create powerful board states.
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Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.