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Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
High confidence433 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Commander Synergy+3ⓘ
Fast mana4
Mana dorks2
Land ramp2
Other acceleration3
Treasure generators3
Tutors3
Draw engines11
Cantrips & burst draw4
Recursion1
Value engines10
Counterspells2
Artifact/enchantment removal1
Spot removal10
Stax & hate4
Protection9
Mana Acceleration+1ⓘ
Fetchlands3
Premium utility lands9
Utility lands4
Taplands1
Basic lands4
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+24ⓘ
Combo pieces1
Synergy pieces3
Win conditions3
Combat threats3
Sacrifice outlets1
Reanimation1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 6.1 → Bracket 3
1.1 above Bracket 2 ceiling (5)
0.9 below Bracket 4 threshold (7)
Markers
Learn more →✓
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.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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Lifegain11 cards
11 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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Human Tribal10 cards
10 human creatures detected. Tribal synergies can create powerful board states.
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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.