Faldorn, Dread Wolf Herald

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Commander
See all Faldorn, Dread Wolf Herald data
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence393 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana5
Mana rocks1
Land ramp9
Other acceleration1
Treasure generators5
Tutors2
Draw engines8
Cantrips & burst draw8
Recursion1
Value engines14
Counterspells2
Spot removal3
Board wipes2
Stax & hate1
Protection2
Mana Acceleration+6
Two-Color Powerhouse Lands (1)+2
Fetchlands1
Dual & shock lands6
Premium utility lands1
Utility lands6
Taplands7
Basic lands2
Combat Damage Synergy: token swarm strategy, 5 haste enablers, 1 evasion enabler+25
Synergy pieces3
Win conditions5
Combat threats3

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3

0.6 above Bracket 2 ceiling (5)

1.4 below Bracket 4 threshold (7)

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.
Impulse Draw17 cards

17 impulse draw effects. Exile and play cards from the top of your library.

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Tokens (Commander)1 cards

Commander generates or synergizes with creature tokens.

Burn9 cards

9 damage dealers. Burn opponents down with direct damage.

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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.