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Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence165 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana3
Mana rocks5
Land ramp1
Other acceleration7
Other acceleration1
Commander Draw Engine+15ⓘ
Commander Synergy+1ⓘ
Tutors1
Draw engines4
Cantrips & burst draw10
Recursion1
Value engines13
Counterspells4
Spot removal3
Board wipes1
Protection1
Mana Acceleration+5ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands3
Utility lands4
Taplands3
Basic lands3
Combat Damage Synergy: token package, 2 haste enablers, 5 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy+1ⓘ
Synergy pieces8
Win conditions3
Combat threats11
Drain effects1
Token generators1
Alternate win strategies1
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Artifacts Matter30 cards
30 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.