Yarok, the Desecrated

Commander
8.2±0.3
High power
Fast, consistent, and resilient; can present and protect strong wins in stronger pods.
Strategy ceiling 9.1
High confidence574 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Commander Synergy+1
Fast mana1
Mana rocks2
Land ramp13
Other acceleration1
Treasure generators1
Commander Synergy+1
Tutors5
Draw engines4
Cantrips & burst draw7
Scry & Surveil1
Recursion5
Value engines4
Counterspells4
Artifact/enchantment removal1
Spot removal9
Board wipes1
Stax & hate1
Protection3
Mana Acceleration+5
Fetchlands4
Dual & shock lands4
Premium utility lands2
Utility lands3
Taplands4
Basic lands3
8 Combo Families+60
Combat Damage Synergy+9
Combo pieces15
Synergy pieces3
Win conditions1
Combat threats1
Drain effects1
Reanimation1

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 8.2 → Bracket 4

1.2 above Bracket 3 ceiling (7)

0.8 below Bracket 5 threshold (9)

2-card combo set a Bracket 3 floor, but this deck's power level pushes it into Bracket 4; under a marker-only reading of WotC's bracket guidance, it may fit Bracket 3.
Game changers 1
Minimum Bracket 3
2-card combo 3
Minimum Bracket 3
1 combo excluded — missing prerequisites
Mass land denial — none
Extra turns — none

Themes6 total

Landfall10 cards

10 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.

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Blink/Flicker22 cards

22 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

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Stompy / Big Mana10 cards

10 high-impact creatures. Ramp into massive threats that dominate the board.

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Combos19 total

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