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Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence164 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana2
Mana rocks2
Land ramp1
Other acceleration1
Commander Synergy+1ⓘ
Tutors4
Draw engines2
Cantrips & burst draw4
Recursion4
Value engines8
Synergy support1
Counterspells1
Spot removal10
Board wipes2
Stax & hate3
Protection10
Dual & shock lands5
Premium utility lands1
Utility lands5
Taplands6
Basic lands3
Combat Damage Synergy+20ⓘ
Synergy pieces14
Combat threats4
Token generators2
Enablers2
Other1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Spirit Tribal15 cards
15 spirit creatures detected. Tribal synergies can create powerful board states.
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Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Voltron (Commander)17 cards
This deck equips or enchants the commander to deal commander damage.
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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.