2.5±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence137 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Mana rocks4
Mana dorks2
Land ramp2
Other acceleration1
Commander Draw Engine (Ezuri, Stalker of Spheres provides card draw)+10ⓘ
Tutors1
Draw engines2
Cantrips & burst draw8
Scry & Surveil6
Recursion2
Value engines6
Synergy support4
Counterspells3
Artifact/enchantment removal2
Spot removal5
Stax & hate2
Protection4
Two-Color Mana Base (no fixing needed)+11ⓘ
Fetchlands1
+5
Utility lands3
+2
+2
+2
Taplands2
+2
+2
Basic lands2
+18
+13
Combat Damage Synergy+5ⓘ
Synergy pieces9
Win conditions3
Combat threats13
Sacrifice outlets2
Drain effects1
Token generators2
Enablers1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.5 → Bracket 1
1.5 above Bracket 0 ceiling (1)
0.5 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Infect24 cards
24 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Proliferate18 cards
18 proliferate effects. Multiply all counters on permanents at once.
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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
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.