Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence141 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve (56% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Land ramp1
Treasure generators2
Other1
Draw engines1
Cantrips & burst draw13
Recursion5
Value engines3
Other2
Spot removal23
Graveyard hate1
Board wipes1
Stax & hate2
Protection2
Mono-Color Mana Base (no fixing needed)+26ⓘ
Utility lands8
+2
+2
+2
+2
+2
+2
+2
Basic lands1
+29
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine+17ⓘ
Synergy pieces2
Combat threats11
Sacrifice outlets1
Drain effects5
Reanimation4
Other5
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
Interaction73Mana base70Threats59
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
Themes3 total
Voltron (Commander)13 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Deathtouch6 cards
6 deathtouch synergies. Small creatures that kill anything they touch.
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Unblockable / Evasion6 cards
6 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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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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