Deathtouch Deck

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Commander
No commander provided
3.3±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence203 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks3
Mana dorks4
Land ramp8
Tutors1
Draw engines2
Cantrips & burst draw1
Recursion1
Value engines2
Spot removal8
Graveyard hate1
Protection1
Mana Acceleration+5
Fetchlands1
Utility lands3
Taplands9
Basic lands2
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25
Synergy pieces1
Win conditions1
Combat threats2
Token generators11

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.3 → 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.
Deathtouch44 cards

44 deathtouch synergies. Small creatures that kill anything they touch.

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Go-Wide / Weenies15 cards

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

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Token Strategy14 cards

14 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.