Wolverine, Best There Is

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Commander
3.1±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence183 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana rocks1
Mana dorks4
Land ramp6
Glass Cannon−10
Tutors2
Draw engines1
Value engines11
Spot removal9
Board wipes1
Stax & hate1
Protection5
Two-Color Powerhouse Lands (3)+13
Mana Acceleration+5
Fetchlands3
Dual & shock lands5
Premium utility lands1
Utility lands8
Taplands5
Basic lands2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 4 haste enablers, 2 evasion enablers, 7 damage multipliers+25
Synergy pieces10
Win conditions6
Combat threats2
Token generators3

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.1 → Bracket 3
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 Counters22 cards

22 counter synergies. Grow your creatures over time for massive threats.

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Stompy / Big Mana12 cards

12 high-impact creatures. Ramp into massive threats that dominate the board.

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Power Matters12 cards

12 power-matters cards. Convert creature power into damage, cards, or effects.

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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.