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Commander
No commander provided2.7±1
First Draft
Basic theme present but card selection and mana base need significant work.
Low confidence152 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks3
Other acceleration3
Treasure generators2
Low Land Count−23ⓘ
Tutors3
Draw engines7
Recursion3
Value engines4
Other3
Artifact/enchantment removal1
Spot removal5
Stax & hate1
Other5
Low Land Count−23ⓘ
Fetchlands2
Dual & shock lands5
Premium utility lands1
Utility lands12
Taplands2
Other1
Combat Damage Synergy: token package, 2 haste enablers, 2 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Combat threats8
Drain effects2
Token generators2
Reanimation2
Other10
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.7 → Bracket 1
1.7 above Bracket 0 ceiling (1)
0.3 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 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.
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
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Knight Tribal9 cards
9 knight creatures detected. Tribal synergies can create powerful board states.
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Vampire Tribal8 cards
8 vampire creatures detected. Tribal synergies can create powerful board states.
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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.