Go-Wide / Weenies Deck

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Commander
No commander provided
3.4±0.8
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Low confidence210 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp5
Other acceleration1
Draw engines2
Spot removal11
Board wipes1
Protection2
Fetchlands2
Dual & shock lands3
Utility lands1
Taplands5
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 3 evasion enablers, aristocrats engine+25
Combat threats4
Sacrifice outlets1
Token generators3

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.4 → Bracket 2

0.4 above Bracket 1 ceiling (3)

1.6 below Bracket 3 threshold (5)

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.
Go-Wide / Weenies18 cards

18 low-cost creatures. Swarm the board and pump for lethal attacks.

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Aggro13 cards

13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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Token Strategy11 cards

11 token producers. Go-wide strategies can overwhelm opponents with numbers.

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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.