Commander
2.6±0.45
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence139 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana dorks1
Land ramp3
Other acceleration3
Other acceleration2
Draw engines6
Cantrips & burst draw10
Recursion3
Value engines4
Synergy support1
Spot removal17
Mono-Color Mana Base (no fixing needed)+16ⓘ
Basic lands1
+36
Combat Damage Synergy: token package, 2 haste enablers, 2 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Synergy pieces20
Win conditions1
Combat threats7
Sacrifice outlets2
Drain effects3
Token generators5
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Threats90Mana base52Consistency39
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Burn18 cards
18 damage dealers. Burn opponents down with direct damage.
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Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Go-Wide / Weenies10 cards
10 low-cost creatures. Swarm the board and pump for lethal attacks.
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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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