Commander
5.1±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence350 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks9
Other acceleration3
Commander Synergy+2ⓘ
Tutors2
Draw engines10
Cantrips & burst draw3
Scry & Surveil1
Recursion3
Value engines4
Other1
Counterspells4
Spot removal6
Board wipes2
Stax & hate1
Protection8
Mana Acceleration+1ⓘ
Fetchlands4
Dual & shock lands10
Premium utility lands4
Utility lands4
Taplands5
Basic lands3
Combat Damage Synergy+25ⓘ
Commander Synergy+1ⓘ
Synergy pieces11
Win conditions1
Combat threats7
Drain effects2
Clone effects1
Enablers1
Alternate win strategies2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1 → Bracket 3
0.1 above Bracket 2 ceiling (5)
1.9 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
Party21 cards
21 party synergies. Assemble Clerics, Rogues, Warriors, and Wizards.
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Legends Matter15 cards
15 legendary synergies. Legends in the deck grow stronger together.
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Human Tribal14 cards
14 human creatures detected. Tribal synergies can create powerful board states.
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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.