Commander
5.3±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence369 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks3
Land ramp1
Other acceleration3
Treasure generators3
Tutors2
Draw engines11
Cantrips & burst draw1
Recursion5
Value engines4
Other1
Spot removal5
Graveyard hate1
Board wipes3
Stax & hate4
Protection9
Two-Color Powerhouse Lands (1)+3ⓘ
Fetchlands1
+8
Dual & shock lands5
+6
+5
+4
+4
+4
Premium utility lands2
+6
+5
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands3
+3
+2
+2
Basic lands2
+9
+8
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Synergy pieces3
Win conditions3
Combat threats6
Drain effects2
Token generators2
Reanimation3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.3 → Bracket 3
Interaction86Consistency81Mana base81
0.3 above Bracket 2 ceiling (5)
1.7 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Human Tribal22 cards
22 human creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies21 cards
21 low-cost creatures. Swarm the board and pump for lethal attacks.
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Cleric Tribal14 cards
14 cleric 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.
History
No history yet
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