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Commander
3.2±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence187 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks2
Other acceleration1
Treasure generators1
Commander Draw Engine+10ⓘ
Draw engines3
Recursion1
Value engines3
Counterspells2
Spot removal10
Stax & hate3
Protection1
Two-Color Mana Base (no fixing needed)+30ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Utility lands3
Taplands6
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler+25ⓘ
Combat threats2
Token generators7
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.2 → Bracket 2
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
Markers
Learn more →✕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.
+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
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Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Human Tribal9 cards
9 human 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.