Commander
2.7±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence152 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp3
Other acceleration1
Treasure generators3
Other2
Commander Synergy (1 groups)+2ⓘ
Tutors1
Draw engines9
Cantrips & burst draw6
Recursion1
Value engines7
Spot removal12
Board wipes4
Protection2
Fetchlands5
+7
+5
+5
+5
+5
Dual & shock lands5
+5
+5
+4
+4
+4
Premium utility lands6
+6
+6
+6
+5
+5
+4
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands5
+2
+2
+2
+2
+4
Other1
Combat Damage Synergy: token swarm strategy, 5 token doublers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces13
Win conditions3
Combat threats7
Sacrifice outlets1
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.7 → Bracket 1
Mana base90Threats66Consistency39
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Tokens (Commander)19 cards
This deck generates and leverages a wide board of creature tokens.
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Aristocrats11 cards
11 sacrifice/death synergies. Drains opponents while generating value from deaths.
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+1/+1 Counters26 cards
26 counter synergies. Grow your creatures over time for massive threats.
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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
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