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Commander
3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence230 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana dorks5
Land ramp4
Other acceleration2
Treasure generators1
Tutors2
Draw engines8
Cantrips & burst draw4
Recursion2
Value engines3
Spot removal7
Board wipes2
Stax & hate1
Protection1
Mana Acceleration+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands1
Utility lands9
Taplands7
Basic lands2
Combat Damage Synergy: 1 evasion enabler, aristocrats engine, 1 damage multiplier+15ⓘ
Synergy pieces4
Win conditions2
Sacrifice outlets3
Drain effects3
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.6 → Bracket 2
0.6 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 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.
Graveyard/Reanimator10 cards
10 graveyard synergies. Use your graveyard as a second hand.
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Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Aristocrats9 cards
9 sacrifice/death synergies. Drains opponents while generating value from deaths.
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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.