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Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence344 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana dorks9
Land ramp3
Other acceleration1
Tutors1
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines9
Counterspells2
Spot removal6
Protection5
Two-Color Powerhouse Lands (5)+20ⓘ
Mana Acceleration+7ⓘ
Fetchlands2
Dual & shock lands4
Premium utility lands2
Utility lands9
Basic lands2
Combat Damage Synergy: token swarm strategy, 3 token doublers, 2 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Win conditions3
Combat threats2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.0 → Bracket 3
Right at the Bracket 3 threshold
2.0 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.
Elf Tribal16 cards
16 elf creatures detected. Tribal synergies can create powerful board states.
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+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.