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Commander
5.4±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence377 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks4
Land ramp9
Other acceleration4
Tutors2
Draw engines6
Cantrips & burst draw2
Recursion2
Value engines5
Spot removal7
Board wipes1
Protection5
Mana Acceleration+10ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands2
Utility lands8
Taplands4
Basic lands2
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces1
Win conditions2
Token generators6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.4 → Bracket 3
0.4 above Bracket 2 ceiling (5)
1.6 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕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.
Enchantress17 cards
17 enchantment synergy cards. Deck rewards you for casting enchantments.
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Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.