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Commander
4.2±0.3
Upgraded Precon
Core strategy improved with targeted swaps. Mana base and card draw still have clear gaps.
High confidence282 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Other acceleration2
Treasure generators4
Commander Draw Engine+10ⓘ
Tutors3
Draw engines4
Cantrips & burst draw4
Value engines7
Spot removal8
Board wipes1
Protection5
Two-Color Powerhouse Lands (1)+4ⓘ
Two-Color Mana Base (no fixing needed)+1ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands3
Utility lands1
Taplands4
Basic lands2
Combat Damage Synergy: 1 extra combat, 5 haste enablers, 3 evasion enablers, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces10
Combat threats5
Drain effects1
Token generators2
Reanimation1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.2 → Bracket 2
1.2 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕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.
Voltron16 cards
16 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.