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Commander
No commander provided3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence212 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks6
Mana dorks5
Land ramp2
Other acceleration1
Draw engines5
Cantrips & burst draw6
Value engines1
Board wipes1
Protection2
Mana Acceleration+6ⓘ
Utility lands2
Taplands1
Basic lands1
Combat Damage Synergy: token swarm strategy, 4 token doublers, 1 haste enabler, 4 evasion enablers, aristocrats engine+25ⓘ
Win conditions2
Combat threats5
Token generators18
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.4 → Bracket 2
0.4 above Bracket 1 ceiling (3)
1.6 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 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.
Token Strategy20 cards
20 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
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Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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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.