Kardur, Doomscourge

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Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence247 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8
Fast mana2
Mana rocks4
Mana dorks1
Land ramp1
Treasure generators2
Tutors2
Draw engines6
Cantrips & burst draw12
Recursion8
Other1
Artifact/enchantment removal1
Spot removal8
Graveyard hate1
Board wipes1
Stax & hate5
Protection5
Other2
Two-Color Mana Base (no fixing needed)+37
Basic lands2
Combat Damage Synergy: aristocrats engine, 1 damage multiplier+12
Synergy pieces4
Win conditions1
Combat threats1
Sacrifice outlets5
Drain effects1
Token generators1
Reanimation1
Other1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.8 → Bracket 2

0.8 above Bracket 1 ceiling (3)

1.2 below Bracket 3 threshold (5)

Game changers — none
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.
Aristocrats17 cards

17 sacrifice/death synergies. Drains opponents while generating value from deaths.

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Token Strategy8 cards

8 token producers. Go-wide strategies can overwhelm opponents with numbers.

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Lifegain7 cards

7 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

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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.