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Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence357 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana dorks10
Land ramp3
Other acceleration1
Tutors2
Draw engines6
Cantrips & burst draw4
Recursion1
Value engines10
Counterspells2
Spot removal7
Protection3
Two-Color Powerhouse Lands (5)+20ⓘ
Mana Acceleration+7ⓘ
Fetchlands2
Dual & shock lands4
Premium utility lands2
Utility lands9
Basic lands2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions2
Combat threats3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.2 → Bracket 3
0.2 above Bracket 2 ceiling (5)
1.8 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.
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
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Elf Tribal15 cards
15 elf creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.