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Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence405 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks2
Mana dorks2
Land ramp9
Other acceleration2
Treasure generators2
Commander Draw Engine+18ⓘ
Draw engines4
Cantrips & burst draw5
Recursion1
Value engines5
Counterspells5
Spot removal15
Board wipes1
Stax & hate1
Protection2
Mana Acceleration+6ⓘ
Dual & shock lands7
Premium utility lands2
Utility lands10
Taplands6
Basic lands3
1 Combo(s) Detected (Consistency: 30%)+16ⓘ
Combat Damage Synergy: 1 haste enabler, aristocrats engine, 1 damage multiplier+14ⓘ
Combo pieces2
Synergy pieces1
Win conditions1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.7 → Bracket 3
0.7 above Bracket 2 ceiling (5)
1.3 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 2
Minimum Bracket 3
✕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.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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+1/+1 Counters8 cards
8 counter synergies. Grow your creatures over time for massive threats.
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Cantrips6 cards
6 cantrips. Cheap spells that replace themselves for velocity.
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