Commander
6.8±0.3
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence489 pts
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Fast mana8
+9
Mana rocks6
Land ramp1
Other acceleration5
Treasure generators3
Commander Draw Engine (Dr. Eggman provides card draw)+15ⓘ
Commander Synergy (1 groups)+1ⓘ
Tutors6
+4
Draw engines5
Cantrips & burst draw4
Recursion2
+5
Value engines7
Counterspells5
Spot removal5
Graveyard hate2
Board wipes2
Stax & hate2
Protection1
Mana Acceleration (20 sources)+10ⓘ
Fetchlands3
+8
+8
+8
Dual & shock lands15
+9
+9
+9
+6
+6
+6
+5
+5
+5
+4
+4
+4
Premium utility lands1
+5
Utility lands5
+2
+2
+2
+2
+2
Taplands3
+2
+2
+2
Basic lands3
+1
+1
+2
Combat Damage Synergy: 1 haste enabler, 4 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces10
Win conditions3
Combat threats6
Drain effects4
Reanimation1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.8 (Bracket 3)+Game Changers→ Bracket 4
Mana base94Consistency89Speed87
✓
Game changers 7
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Storm10 cards
10 storm synergies. Chain spells for exponential value.
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Artifacts Matter22 cards
22 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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Stompy / Big Mana12 cards
12 high-impact creatures. Ramp into massive threats that dominate the board.
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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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