Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence141 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (37% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks4
Land ramp3
Treasure generators1
Other1
Commander Synergy (1 groups)+1ⓘ
Draw engines6
Cantrips & burst draw11
Recursion1
Value engines8
Spot removal8
Artifact/enchantment removal1
Board wipes2
Stax & hate6
Protection1
Two-Color Mana Base (no fixing needed)+20ⓘ
Premium utility lands1
+5
Utility lands4
+2
+2
+2
+2
Taplands6
+3
+2
+2
+2
+2
+2
Basic lands2
+14
+15
Combat Damage Synergy: 1 evasion enabler, aristocrats engine, 1 damage multiplier+15ⓘ
Synergy pieces5
Win conditions2
Combat threats6
Drain effects7
Token generators3
Reanimation2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Mana base75Threats61Consistency59
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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Burn10 cards
10 damage dealers. Burn opponents down with direct damage.
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Aristocrats (Commander)11 cards
This deck generates value from sacrificing and recurring creatures.
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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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