Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence158 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana4
+7
Mana rocks1
Land ramp3
Other acceleration2
Other acceleration2
Tutors1
Draw engines1
Cantrips & burst draw7
Recursion6
Value engines2
Synergy support1
Spot removal12
Graveyard hate4
Board wipes3
Stax & hate4
Protection9
Mono-Color Powerhouse Lands (2)+10ⓘ
Utility lands6
+2
+2
+2
+2
+2
+2
Taplands5
+2
Basic lands1
+26
Tempo Control (lockout lethality)+17.4ⓘ
Combat Damage Synergy: 1 extra combat, 1 haste enabler, 1 damage multiplier+12ⓘ
Synergy pieces12
Win conditions1
Combat threats1
Drain effects4
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Mass Land Denial→ Bracket 4
Interaction89Threats59Mana base58
✓
Mass land denial 1
Minimum Bracket 4
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Voltron (Commander)18 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Lifegain18 cards
18 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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Discard8 cards
8 discard synergies. Empty opponents' hands while gaining value.
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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.
History
No history yet
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