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Commander
7.0±0.3
Playing with Power
Every card earns its slot. Efficient ramp, consistent draw, and a polished mana base.
High confidence600 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Heavy Curve−10ⓘ
Fast mana5
Mana rocks1
Treasure generators1
Low Land Count−3ⓘ
Tutors8
Draw engines11
Cantrips & burst draw2
Recursion2
Value engines2
Counterspells4
Spot removal12
Graveyard hate1
Board wipes2
Stax & hate1
Protection7
Low Land Count−3ⓘ
Fetchlands9
Dual & shock lands6
Premium utility lands2
Taplands10
Basic lands3
1 Combo(s) Detected (Consistency: 100%)+25ⓘ
Combat Damage Synergy: 1 haste enabler, 1 evasion enabler, aristocrats engine+13ⓘ
Combo pieces2
Synergy pieces12
Win conditions1
Combat threats1
Reanimation2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 7.0 → Bracket 4
Right at the Bracket 4 threshold
2.0 below Bracket 5 threshold (9)
Markers
Learn more →✓
Game changers 9
Minimum Bracket 4
✕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.
Stompy / Big Mana16 cards
16 high-impact creatures. Ramp into massive threats that dominate the board.
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Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Graveyard (Commander)1 cards
Commander uses the graveyard as a resource.