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Commander
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence206 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Other acceleration3
Tutors1
Draw engines4
Cantrips & burst draw7
Value engines5
Counterspells2
Spot removal5
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+35ⓘ
Dual & shock lands1
Taplands1
Basic lands2
Combat Damage Synergy: token package, 2 haste enablers, 1 evasion enabler+14ⓘ
Extra Turn Package+5ⓘ
Combo pieces1
Synergy pieces2
Combat threats1
Drain effects2
Token generators7
Extra turns1
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)
Markers
Learn more →✓
Extra turns 1
✕Game changers — none
✕Mass land denial — none
✕2-card combo — 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.
Storm14 cards
14 storm synergies. Chain spells for exponential value.
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Spellslinger13 cards
13 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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Token Strategy12 cards
12 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.