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Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence393 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks9
Land ramp8
Other acceleration1
Commander Synergy+3ⓘ
Draw engines4
Cantrips & burst draw5
Recursion1
Value engines9
Counterspells5
Spot removal6
Graveyard hate1
Protection2
Mana Acceleration+13ⓘ
Two-Color Powerhouse Lands (3)+11ⓘ
Fetchlands4
Dual & shock lands4
Premium utility lands5
Utility lands7
Taplands3
Basic lands2
Combat Damage Synergy: token swarm strategy, 5 token doublers, 3 tribal lords, 1 haste enabler, 2 evasion enablers+25ⓘ
Commander Synergy+6ⓘ
Synergy pieces6
Win conditions2
Combat threats3
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3
0.6 above Bracket 2 ceiling (5)
1.4 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
Themes9 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.
+1/+1 Counters27 cards
27 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
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Elf Tribal17 cards
17 elf creatures detected. Tribal synergies can create powerful board states.
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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.