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Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence149 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks3
Other acceleration3
Tutors2
Draw engines1
Cantrips & burst draw6
Recursion1
Value engines5
Artifact/enchantment removal1
Spot removal10
Graveyard hate1
Stax & hate3
Protection6
Two-Color Powerhouse Lands+4ⓘ
Two-Color Mana Base+2ⓘ
Premium utility lands1
Utility lands6
Taplands2
Basic lands2
Combat Damage Synergy+13ⓘ
Commander Synergy+2ⓘ
Synergy pieces11
Combat threats11
Token generators2
Clone effects1
Enablers2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.7 → Bracket 1
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Voltron (Commander)13 cards
This deck equips or enchants the commander to deal commander damage.
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Blink/Flicker8 cards
8 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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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.