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Commander
2.5±0.5
First Draft
Basic theme present but card selection and mana base need significant work.
Medium confidence131 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks3
Mana dorks1
Land ramp1
Other acceleration1
Tutors1
Draw engines4
Cantrips & burst draw8
Recursion3
Value engines3
Counterspells2
Spot removal8
Graveyard hate1
Board wipes2
Stax & hate2
Protection1
Fetchlands1
Dual & shock lands2
Premium utility lands6
Utility lands7
Taplands11
Basic lands4
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy+4ⓘ
Win conditions2
Combat threats1
Sacrifice outlets1
Drain effects2
Token generators2
Reanimation2
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.5 → Bracket 3
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 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.
Proliferate27 cards
27 proliferate effects. Multiply all your counters at once.
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Infect22 cards
22 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.