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Commander
8.2±0.3
High Power
Tight curve and refined gameplan. Threats deploy quickly and the deck can protect its strategy.
High confidence572 pts
Estimated win turn
T2best
T4typical
T5+contested
Vector breakdown
Tight Curve+15ⓘ
Fast mana8
Mana rocks3
Mana dorks1
Land ramp5
Other acceleration6
Treasure generators2
Tutors4
Draw engines2
Cantrips & burst draw15
Recursion3
Value engines3
Counterspells5
Spot removal3
Protection1
Mana Acceleration+14ⓘ
Fetchlands3
Dual & shock lands10
Premium utility lands3
Utility lands3
Taplands2
Basic lands3
3 Combo(s) Detected (Consistency: 94%)+33ⓘ
Combat Damage Synergy: aristocrats engine, 2 damage multipliers+16ⓘ
Combo pieces7
Synergy pieces3
Combat threats1
Drain effects1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 8.2 → Bracket 4
1.2 above Bracket 3 ceiling (7)
0.8 below Bracket 5 threshold (9)
Markers
Learn more →✓
Game changers 5
Minimum Bracket 4
✓
2-card combo 1
✕Mass land denial — 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.
Storm16 cards
16 storm synergies. Chain spells for exponential value.
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Spellslinger14 cards
14 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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Cantrips11 cards
11 cantrips. Cheap spells that replace themselves for velocity.
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