Aragorn, Company Leader

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Commander
2.8±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence157 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks6
Land ramp3
Other acceleration1
Tutors2
Draw engines4
Cantrips & burst draw3
Recursion1
Value engines12
Spot removal5
Protection8
Two-Color Mana Base (no fixing needed)+25
Mana Acceleration+2
Dual & shock lands1
Premium utility lands2
Utility lands3
Taplands1
Basic lands2
Combat Damage Synergy: token swarm strategy, 3 token doublers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25
Synergy pieces3
Win conditions1
Combat threats3
Token generators3

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.8 → Bracket 3
Game changers 1
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.
+1/+1 Counters36 cards

36 counter synergies. Grow your creatures over time for massive threats.

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Go-Wide / Weenies19 cards

19 low-cost creatures. Swarm the board and pump for lethal attacks.

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Legends Matter13 cards

13 legendary synergies. Your legends grow stronger together.

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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.