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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 confidence403 pts
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve+15ⓘ
Commander Synergy+8ⓘ
Fast mana5
Mana rocks4
Other acceleration2
Treasure generators2
Tutors2
Draw engines3
Cantrips & burst draw13
Recursion2
Value engines3
Control Strategy+26ⓘ
Counterspells5
Spot removal5
Board wipes2
Protection3
Two-Color Powerhouse Lands (2)+4ⓘ
Mana Acceleration+2ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands5
Basic lands2
Combat Damage Synergy: 1 extra combat, aristocrats engine, 1 damage multiplier+18ⓘ
Combo pieces2
Synergy pieces5
Win conditions1
Drain effects1
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
Themes8 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.
Cantrips12 cards
12 cantrips. Cheap spells that replace themselves for velocity.
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Storm10 cards
10 storm synergies. Chain spells for exponential value.
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Spellslinger (Commander)1 cards
Commander rewards casting instants and sorceries.
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.