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Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence391 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks8
Land ramp1
Other acceleration1
Treasure generators2
Tutors4
Draw engines7
Cantrips & burst draw7
Wheels1
Recursion1
Value engines3
Counterspells5
Spot removal5
Graveyard hate1
Stax & hate4
Protection3
Mana Acceleration+3ⓘ
Dual & shock lands6
Premium utility lands2
Utility lands8
Taplands2
Basic lands3
Combat Damage Synergy: 1 haste enabler, 3 damage multipliers+14ⓘ
Combo pieces1
Synergy pieces2
Combat threats5
Drain effects2
Group slug1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3
0.6 above Bracket 2 ceiling (5)
1.4 below Bracket 4 threshold (7)
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.
Forced Combat / Goad12 cards
12 forced combat effects. Make opponents attack each other.
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Aggro11 cards
11 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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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.