Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence161 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp2
Treasure generators1
Commander Synergy (1 groups)+2ⓘ
Tutors2
Draw engines1
Cantrips & burst draw9
Recursion11
Value engines10
Other1
Counterspells1
Spot removal9
Graveyard hate2
Board wipes2
Stax & hate3
Protection3
Fetchlands4
+8
+8
+5
+5
Dual & shock lands1
+6
Premium utility lands1
+5
Utility lands8
+2
+2
+2
+2
+2
+2
+2
+2
Taplands6
+2
+2
+2
+2
+2
Basic lands3
+3
+6
+7
Combat Damage Synergy: 1 evasion enabler, aristocrats engine+11ⓘ
Synergy pieces9
Combat threats7
Sacrifice outlets2
+4
Drain effects1
Reanimation1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 2.8 (Bracket 1)+Game Changers→ Bracket 3
Mana base80Consistency79Threats59
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Graveyard (Commander)11 cards
This deck uses the graveyard as a primary resource.
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Aristocrats16 cards
16 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Human Tribal11 cards
11 human 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.
History
No history yet
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