Hallar, the Firefletcher

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Commander
1.9±1
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Low confidence89 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana rocks1
Land ramp4
Draw engines1
Cantrips & burst draw1
Spot removal1
Board wipes1
Two-Color Mana Base (no fixing needed)+21
Premium utility lands2
Utility lands1
Basic lands2
Combat Damage Synergy: 1 haste enabler+2
Win conditions1
Combat threats1

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 1.9 → Bracket 1

0.9 above Bracket 0 ceiling (1)

1.1 below Bracket 2 threshold (3)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes4 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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Blink/Flicker13 cards

13 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

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Human Tribal9 cards

9 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.