Commander
2.5±0.75
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence135 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks2
Land ramp1
Treasure generators2
Draw engines2
Cantrips & burst draw10
Scry & Surveil1
Recursion12
Value engines2
Synergy support1
Other2
Spot removal3
Board wipes3
Edict effects1
Other4
Two-Color Mana Base (no fixing needed)+1ⓘ
Fetchlands2
+5
+5
Premium utility lands2
+5
+4
Utility lands1
+2
Taplands1
+2
Basic lands2
+16
+16
Other1
Combat Damage Synergy: token package, aristocrats engine, 1 damage multiplier+15ⓘ
Synergy pieces9
Sacrifice outlets4
Drain effects1
Damage multipliers1
Other4
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.5 → Bracket 1
Consistency64Mana base57Threats48
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Graveyard (Commander)14 cards
This deck uses the graveyard as a primary resource.
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Aristocrats19 cards
19 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Go-Wide / Weenies13 cards
13 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.
History
No history yet
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