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Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence232 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Mana dorks1
Land ramp21
Treasure generators1
Tutors2
Draw engines3
Recursion3
Value engines6
Spot removal2
Protection1
Mana Acceleration+12ⓘ
Fetchlands4
Utility lands2
Taplands1
Basic lands1
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions1
Combat threats4
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.6 → Bracket 3
Markers
Learn more →✓
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 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
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Landfall13 cards
13 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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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.