Commander
2.5±0.5
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence135 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks3
Land ramp5
Other acceleration3
Minor treasure1
Tutors1
Draw engines3
Cantrips & burst draw9
Recursion1
Value engines4
Synergy support1
Counterspells7
Spot removal5
Stax & hate5
Protection4
Soft interaction1
Mana Acceleration (16 sources)+4ⓘ
Two-Color Mana Base (no fixing needed)+3ⓘ
Fetchlands1
+5
Premium utility lands1
+5
Taplands6
+2
+2
+2
+2
+2
+2
Basic lands2
+14
+14
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler+8ⓘ
Synergy pieces5
Win conditions1
Combat threats7
Token generators3
Enablers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Speed58Mana base57Consistency39
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Tap / Untap13 cards
13 tap/untap synergies. Generate extra value from activated abilities.
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Counter Control10 cards
10 counterspells. Control the stack and protect key win conditions.
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+1/+1 Counters9 cards
9 counter synergies. Grow creatures over time for massive threats.
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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
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.