Commander
2.6±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence144 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Mana dorks1
Other acceleration2
Minor treasure1
Low Land Count−25ⓘ
Tutors1
Draw engines2
Cantrips & burst draw6
Scry & Surveil1
Recursion5
Value engines3
Synergy support2
Spot removal15
Board wipes1
Stax & hate2
Protection12
Two-Color Mana Base+35ⓘ
Low Land Count−25ⓘ
Fetchlands1
Premium utility lands2
Utility lands7
Taplands2
Basic lands2
Combat Damage Synergy+23ⓘ
Synergy pieces18
Combat threats13
Sacrifice outlets1
Token generators2
Enablers2
Alternate win strategies1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Voltron (Commander)31 cards
This deck equips or enchants the commander to deal commander damage.
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+1/+1 Counters23 cards
23 counter synergies. Grow creatures over time for massive threats.
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Counter Control10 cards
10 counterspells. Control the stack and protect key win conditions.
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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.
History
No history yet
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.