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Commander
3.2±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Low confidence185 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks1
Low Land Count−8ⓘ
Draw engines3
Cantrips & burst draw2
Recursion3
Counterspells2
Spot removal3
Graveyard hate1
Stax & hate2
Two-Color Mana Base (no fixing needed)+52ⓘ
Low Land Count−8ⓘ
Basic lands2
Combat Damage Synergy: aristocrats engine+8ⓘ
Win conditions1
Combat threats2
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.2 → Bracket 2
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Human Tribal9 cards
9 human creatures detected. Tribal synergies can create powerful board states.
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Hatebears9 cards
9 hatebear creatures. Small creatures that restrict opponents.
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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.