Commander
2.6±0.55
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence145 pts
Estimated win turn
T10best
T11typical
T12+contested
Vector breakdown
Heavy Curve (34% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks3
Land ramp3
Other acceleration1
Tutors1
Draw engines1
Cantrips & burst draw8
Wheels1
Recursion7
Value engines3
Counterspells1
Spot removal3
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Stax & hate2
Edict effects5
Protection2
Other1
Fetchlands1
+5
Premium utility lands1
+5
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands3
+8
+8
+11
Synergy pieces16
Combat threats2
Token generators1
Enablers1
Other3
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.6 → Bracket 1
Consistency72Mana base59Threats48
1.6 above Bracket 0 ceiling (1)
0.4 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Graveyard (Commander)16 cards
This deck uses the graveyard as a primary resource.
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Aristocrats10 cards
10 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Stompy / Big Mana18 cards
18 high-impact creatures. Ramp into massive threats that dominate the board.
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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.
History
No history yet
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