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Commander
3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence175 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks3
Draw engines2
Cantrips & burst draw1
Wheels1
Recursion2
Value engines1
Spot removal6
Graveyard hate1
Board wipes1
Stax & hate5
Protection2
Two-Color Mana Base (no fixing needed)+36ⓘ
Fetchlands1
Utility lands1
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, 1 damage multiplier+19ⓘ
Synergy pieces3
Token generators3
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2
0.1 above Bracket 1 ceiling (3)
1.9 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 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.
Aggro8 cards
8 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Token Strategy6 cards
6 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Hatebears5 cards
5 hatebear creatures. Small creatures that restrict opponents.
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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.