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3.0±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence172 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Land ramp10
Treasure generators1
Tutors3
Draw engines1
Cantrips & burst draw2
Value engines4
Spot removal1
Board wipes1
Protection1
Mana Acceleration+2ⓘ
High Land Count−10ⓘ
Fetchlands5
Utility lands3
Basic lands1
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces1
Win conditions3
Combat threats1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.0 → Bracket 2
Right at the Bracket 2 threshold
2.0 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕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.
Voltron8 cards
8 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Artifacts Matter4 cards
4 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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Lands Matter (Commander)2 cards
Commander synergizes with lands entering or leaving play.
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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.