Tokka & Rahzar, Terrible Twos

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Commander
See all Tokka & Rahzar, Terrible Twos data
7.7±0.3
Playing with Power
Every card earns its slot. Efficient ramp, consistent draw, and a polished mana base.
High confidence510 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Fast mana7
Mana rocks3
Other acceleration3
Treasure generators1
Tutors8
Draw engines2
Cantrips & burst draw2
Wheels2
Recursion2
Value engines2
Counterspells3
Artifact/enchantment removal1
Spot removal4
Graveyard hate1
Board wipes3
Stax & hate5
Protection6
Two-Color Powerhouse Lands (2)+10
Mana Acceleration+3
Fetchlands3
Dual & shock lands5
Premium utility lands2
Utility lands10
Taplands4
Basic lands2
3 Combo(s) Detected (Consistency: 84%)+32
Combat Damage Synergy: 2 haste enablers, 5 damage multipliers+24
Combo pieces6
Synergy pieces1
Win conditions1
Reanimation1
Damage multipliers1

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 7.7 → Bracket 4

0.7 above Bracket 3 ceiling (7)

1.3 below Bracket 5 threshold (9)

Game changers 3
Minimum Bracket 3
2-card combo 1
Mass land denial — none
Extra turns — none

Themes4 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.
Lifegain8 cards

8 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

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Voltron6 cards

6 equipment/auras. Stack these on your commander for one-shot commander damage kills.

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Artifacts Matter5 cards

5 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.

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Combos3 total

  • 2-card combos · 3
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