Commander
5.0±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence341 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks1
Land ramp3
Other acceleration3
Commander Synergy+1ⓘ
Tutors2
Draw engines9
Cantrips & burst draw2
Scry & Surveil1
Recursion1
Value engines9
Spot removal7
Graveyard hate1
Board wipes2
Stax & hate2
Protection17
Two-Color Powerhouse Lands+12ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands2
Utility lands8
Taplands4
Basic lands2
Combat Damage Synergy+25ⓘ
Commander Synergy+1ⓘ
Synergy pieces8
Win conditions1
Combat threats8
Sacrifice outlets1
Drain effects1
Alternate win strategies1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.0 → Bracket 3
Right at the Bracket 3 threshold
2.0 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Human Tribal43 cards
43 human creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
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+1/+1 Counters15 cards
15 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.