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Commander
3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence257 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve−10ⓘ
Fast mana1
Mana rocks5
Land ramp4
Tutors2
Draw engines3
Cantrips & burst draw8
Recursion3
Value engines4
Counterspells4
Artifact/enchantment removal1
Spot removal7
Graveyard hate2
Stax & hate1
Protection1
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands2
Taplands4
Basic lands3
Combat Damage Synergy: token package, 1 haste enabler, 2 evasion enablers, aristocrats engine+22ⓘ
Synergy pieces1
Win conditions1
Token generators3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.9 → Bracket 3
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 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.
Blink/Flicker17 cards
17 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Stompy / Big Mana17 cards
17 high-impact creatures. Ramp into massive threats that dominate the board.
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Elemental Tribal14 cards
14 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.