Mr. Foxglove

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Commander
2.7±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence154 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks5
Mana dorks2
Other acceleration2
Treasure generators1
Other1
Commander Draw Engine+10
Draw engines6
Cantrips & burst draw3
Recursion4
Value engines9
Other1
Spot removal10
Graveyard hate2
Stax & hate1
Dual & shock lands4
Utility lands9
Taplands15
Basic lands3
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25
Synergy pieces3
Win conditions1
Combat threats10
Token generators2
Reanimation1
Other3

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.7 → Bracket 1

1.7 above Bracket 0 ceiling (1)

0.3 below Bracket 2 threshold (3)

Game changers — none
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.
Go-Wide / Weenies14 cards

14 low-cost creatures. Swarm the board and pump for lethal attacks.

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+1/+1 Counters11 cards

11 counter synergies. Grow your creatures over time for massive threats.

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Aggro9 cards

9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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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.