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Commander
No commander provided3.9±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence242 pts
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks2
Mana dorks5
Land ramp3
Other acceleration2
Draw engines1
Cantrips & burst draw3
Value engines4
Spot removal1
Graveyard hate1
Stax & hate1
Protection7
Other1
Mana Acceleration+3ⓘ
Utility lands2
Taplands2
Basic lands1
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 evasion enabler, aristocrats engine+25ⓘ
1 Combo(s) Detected (Consistency: 26%)+15ⓘ
Combo pieces2
Win conditions2
Combat threats6
Sacrifice outlets2
Token generators15
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.9 → Bracket 2
0.9 above Bracket 1 ceiling (3)
1.1 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 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.
Token Strategy21 cards
21 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Voltron14 cards
14 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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