Elrond, Master of Healing

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Commander
3.2±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Low confidence193 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks1
Land ramp4
Other acceleration1
Commander Draw Engine+10
Draw engines3
Cantrips & burst draw6
Counterspells6
Spot removal2
Graveyard hate2
Other1
Two-Color Mana Base (no fixing needed)+31
Mana Acceleration+1
Premium utility lands1
Taplands5
Basic lands2
Token generators1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.2 → Bracket 2

0.2 above Bracket 1 ceiling (3)

1.8 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes6 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.
Stompy / Big Mana12 cards

12 high-impact creatures. Ramp into massive threats that dominate the board.

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+1/+1 Counters10 cards

10 counter synergies. Grow your creatures over time for massive threats.

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Counter Control10 cards

10 counterspells. Control the stack and protect your win conditions.

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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.