The Mindskinner

Newer scoring is available for this deck.

The analysis you're viewing was generated by an earlier engine version. To get the latest power level and bracket scoring, re-analyze the deck.

Sign in to re-analyze, or paste the deck list again from the home page.
Commander
3.1±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Low confidence178 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks3
Land ramp1
Other acceleration2
Tutors1
Draw engines3
Cantrips & burst draw1
Recursion1
Counterspells2
Spot removal1
Board wipes1
Protection1
Other1
Mono-Color Mana Base (no fixing needed)+29
Utility lands1
Basic lands1
Combat Damage Synergy: token package, aristocrats engine+11
Combat threats2
Token generators4

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2

0.1 above Bracket 1 ceiling (3)

1.9 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes5 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.
Voltron11 cards

11 equipment/auras. Stack these on your commander for one-shot commander damage kills.

,,,,
Artifacts Matter8 cards

8 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.

,,,,
Counter Control7 cards

7 counterspells. Control the stack and protect your win conditions.

,,,,

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.