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Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
High confidence416 pts
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Commander Synergy+4ⓘ
Fast mana1
Mana dorks2
Land ramp6
Other acceleration1
Commander Draw Engine+18ⓘ
Commander Synergy+6ⓘ
Tutors4
Draw engines3
Cantrips & burst draw2
Recursion1
Counterspells2
Spot removal4
Board wipes4
Stax & hate3
Protection7
Dual & shock lands5
Premium utility lands4
Utility lands8
Taplands7
Basic lands3
3 Combo(s) Detected (Consistency: 88%)+32ⓘ
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy+4ⓘ
Combo pieces4
Synergy pieces1
Win conditions1
Combat threats1
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 6.1 → Bracket 3
1.1 above Bracket 2 ceiling (5)
0.9 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 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.
Defenders/Walls22 cards
22 defenders/walls. Build an impenetrable wall, then convert to damage.
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Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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