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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 confidence397 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana4
Mana rocks8
Treasure generators5
Commander Synergy+4ⓘ
Tutors1
Draw engines9
Cantrips & burst draw2
Value engines4
Counterspells5
Spot removal6
Board wipes3
Protection5
Mana Acceleration+3ⓘ
Fetchlands2
Dual & shock lands7
Premium utility lands3
Utility lands10
Taplands7
Basic lands3
Combat Damage Synergy: 1 haste enabler, 2 evasion enablers, aristocrats engine+16ⓘ
Synergy pieces3
Combat threats3
Drain effects1
Token generators5
Other2
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)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕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.
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
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+1/+1 Counters8 cards
8 counter synergies. Grow your creatures over time for massive threats.
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Aggro8 cards
8 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.