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Commander
3.5±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence218 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Tight Curve+15ⓘ
Mana rocks1
Other1
Tutors1
Draw engines1
Cantrips & burst draw3
Value engines1
Counterspells1
Artifact/enchantment removal1
Spot removal12
Graveyard hate1
Board wipes1
Protection7
Two-Color Mana Base (no fixing needed)+26ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands1
Taplands2
Basic lands2
Combat Damage Synergy: token swarm strategy, 2 extra combats, 2 haste enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces9
Combat threats3
Extra turns1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.5 → Bracket 2
0.5 above Bracket 1 ceiling (3)
1.5 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 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.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Lifegain15 cards
15 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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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.