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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)
Markers
Learn more →✕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.