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Commander
2.3±0.2
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence116 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks1
Other acceleration1
Treasure generators2
Other1
Draw engines1
Cantrips & burst draw12
Recursion2
Value engines8
Other1
Counterspells1
Spot removal13
Board wipes1
Stax & hate2
Protection2
Two-Color Mana Base (no fixing needed)+29ⓘ
Utility lands4
Taplands3
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, aristocrats engine+25ⓘ
Synergy pieces7
Win conditions1
Combat threats9
Drain effects1
Token generators2
Clone effects1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.3 → Bracket 1
1.3 above Bracket 0 ceiling (1)
0.7 below Bracket 2 threshold (3)
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.
Artifacts Matter16 cards
16 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Legends Matter10 cards
10 legendary synergies. Your legends grow stronger together.
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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.