Storm, Force of Nature

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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)

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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Combos3 total

  • 2-card combos · 2
  • +
  • +
  • 3-card combo · 1
  • ++