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3.2±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence193 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Mana rocks2
Mana dorks1
Land ramp14
Other acceleration4
Treasure generators1
Commander Draw Engine+21ⓘ
Tutors1
Draw engines1
Cantrips & burst draw7
Recursion2
Value engines4
Counterspells4
Spot removal7
Protection3
Mana Acceleration+11ⓘ
Two-Color Mana Base (no fixing needed)+7ⓘ
High Land Count−10ⓘ
Fetchlands1
Premium utility lands2
Taplands10
Basic lands2
Combat Damage Synergy: token package, 2 haste enablers+6ⓘ
Synergy pieces3
Token generators1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.2 → Bracket 2
0.2 above Bracket 1 ceiling (3)
1.8 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 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.
Counter Control6 cards
6 counterspells. Control the stack and protect your win conditions.
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Blink/Flicker5 cards
5 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Storm4 cards
4 storm synergies. Chain spells for exponential value.
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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.