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5.4±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence377 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana dorks1
Land ramp3
Other acceleration6
Treasure generators5
Tutors1
Draw engines11
Cantrips & burst draw3
Recursion4
Value engines5
Counterspells1
Spot removal5
Graveyard hate1
Board wipes2
Stax & hate2
Protection7
Mana Acceleration+2ⓘ
Fetchlands9
Dual & shock lands9
Premium utility lands3
Utility lands7
Basic lands3
Combat Damage Synergy: 1 haste enabler, 2 evasion enablers, aristocrats engine+16ⓘ
Synergy pieces6
Combat threats1
Token generators3
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.4 → Bracket 3
0.4 above Bracket 2 ceiling (5)
1.6 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 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.
Voltron22 cards
22 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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Enchantress13 cards
13 enchantment synergy cards. Deck rewards you for casting enchantments.
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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.