Amarampage

Commander
4.2±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence274 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks1
Mana dorks5
Land ramp6
Other acceleration2
Treasure generators2
Other acceleration1
Tutors1
Draw engines5
Cantrips & burst draw3
Recursion2
Value engines3
Counterspells1
Spot removal5
Board wipes1
Stax & hate1
Protection10
Mana Acceleration+5
Two-Color Mana Base+1
Fetchlands1
Dual & shock lands3
Premium utility lands1
Utility lands7
Taplands2
Basic lands2
Combat Damage Synergy+25
Commander Synergy+1
Synergy pieces14
Win conditions4
Combat threats7
Token generators1
Damage multipliers1
Enablers1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.2 → Bracket 2

1.2 above Bracket 1 ceiling (3)

0.8 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes7 total

Voltron10 cards

10 equipment/auras. Stack these on the commander for one-shot commander damage kills.

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Aggro18 cards

18 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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Stompy / Big Mana13 cards

13 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

Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.