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Commander
No commander provided3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence206 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Other acceleration1
Treasure generators1
Draw engines14
Cantrips & burst draw4
Recursion1
Value engines1
Counterspells5
Spot removal5
Stax & hate1
Utility lands10
Taplands3
Basic lands1
Combat Damage Synergy: 1 haste enabler, 2 evasion enablers, aristocrats engine+16ⓘ
Token generators10
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.4 → Bracket 2
0.4 above Bracket 1 ceiling (3)
1.6 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 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.
Aggro18 cards
18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Voltron14 cards
14 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.