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Commander
3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence197 pts
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve−10ⓘ
Fast mana1
Mana rocks2
Land ramp2
Tutors2
Draw engines3
Cantrips & burst draw6
Recursion4
Value engines4
Counterspells3
Artifact/enchantment removal1
Spot removal5
Graveyard hate2
Protection1
High Land Count−10ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands1
Taplands4
Basic lands3
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, aristocrats engine+21ⓘ
Synergy pieces1
Win conditions1
Token generators2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.3 → Bracket 2
0.3 above Bracket 1 ceiling (3)
1.7 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 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.
Stompy / Big Mana17 cards
17 high-impact creatures. Ramp into massive threats that dominate the board.
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Blink/Flicker16 cards
16 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Elemental Tribal13 cards
13 elemental creatures detected. Tribal synergies can create powerful board states.
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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.