The Wandering Minstrel

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Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence393 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Tight Curve+15
Fast mana12
Mana rocks1
Mana dorks4
Tutors9
Draw engines2
Cantrips & burst draw8
Recursion2
Counterspells4
Spot removal2
Stax & hate3
Protection1
Mana Acceleration+7
Fetchlands1
Utility lands3
Taplands29
Combat Damage Synergy: 1 evasion enabler, aristocrats engine, 1 damage multiplier+15
Synergy pieces2
Win conditions1
Sacrifice outlets3
Reanimation2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3

0.6 above Bracket 2 ceiling (5)

1.4 below Bracket 4 threshold (7)

This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
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.
Graveyard/Reanimator11 cards

11 graveyard synergies. Use your graveyard as a second hand.

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Blink/Flicker8 cards

8 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

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Cantrips8 cards

8 cantrips. Cheap spells that replace themselves for velocity.

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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.