Newer scoring is available for this deck.
The analysis you're viewing was generated by an earlier engine version. To get the latest power level and bracket scoring, re-analyze the deck.
Sign in to re-analyze, or paste the deck list again from the home page.
Commander
No commander provided3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence259 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks6
Land ramp2
Other acceleration1
Tutors5
Draw engines5
Cantrips & burst draw9
Recursion2
Value engines2
Counterspells4
Spot removal4
Board wipes3
Stax & hate2
Protection9
Dual & shock lands3
Premium utility lands1
Utility lands5
Taplands7
Basic lands2
Combat Damage Synergy: aristocrats engine+8ⓘ
Win conditions1
Token generators1
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.9 → Bracket 3
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 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.
Voltron19 cards
19 equipment/auras. Stack these on your commander for one-shot commander damage kills.
,,,,
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
,,,,
Human Tribal8 cards
8 human creatures detected. Tribal synergies can create powerful board states.
,,,,
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.