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Commander
2.6±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence127 pts
Estimated win turn
T7best
T8typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks1
Land ramp4
Other acceleration1
Tutors1
Cantrips & burst draw2
Recursion4
Value engines10
Counterspells3
Spot removal3
Graveyard hate1
Board wipes1
Stax & hate4
Mana Acceleration+1ⓘ
Fetchlands3
Dual & shock lands3
Premium utility lands1
Utility lands7
Taplands4
Basic lands4
1 Combo(s) Detected (Consistency: 37%)+17ⓘ
Combat Damage Synergy: token package, 3 token doublers+17ⓘ
Commander Synergy+8ⓘ
Combo pieces2
Synergy pieces1
Win conditions3
Combat threats1
Token generators2
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
Markers
Learn more →✕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.
Infect17 cards
17 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Proliferate16 cards
16 proliferate effects. Multiply all your counters at once.
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Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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