Syr Konrad, the Grim

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Commander
3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence258 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana rocks1
Mana dorks1
Land ramp1
Other acceleration3
Treasure generators1
Tutors1
Draw engines9
Cantrips & burst draw7
Scry & Surveil1
Recursion6
Value engines2
Spot removal3
Graveyard hate1
Board wipes3
Stax & hate2
Edict effects1
Mono-Color Mana Base (no fixing needed)+29
Dual & shock lands1
Utility lands5
Taplands2
Basic lands1
Commander Synergy+15
Combat Damage Synergy: token package, aristocrats engine+12
Combo pieces1
Synergy pieces11
Win conditions2
Combat threats2
Sacrifice outlets6
Drain effects2
Token generators1
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.9 → Bracket 3
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.
Aristocrats28 cards

28 sacrifice/death synergies. Drains opponents while generating value from deaths.

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Human Tribal10 cards

10 human creatures detected. Tribal synergies can create powerful board states.

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Stompy / Big Mana9 cards

9 high-impact creatures. Ramp into massive threats that dominate the board.

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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.