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Commander
No commander provided3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence229 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks4
Land ramp7
Other acceleration2
Low Land Count−18ⓘ
Draw engines10
Wheels2
Spot removal4
Board wipes1
Stax & hate5
Protection3
Mana Acceleration+9ⓘ
Low Land Count−18ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands7
Utility lands9
Taplands1
Combat Damage Synergy: token package, 1 token doubler+7ⓘ
Synergy pieces1
Combat threats1
Drain effects1
Token generators2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.6 → Bracket 2
0.6 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 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.
Group Hug20 cards
20 group hug effects. Help everyone while secretly advancing your plan.
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Aristocrats6 cards
6 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Voltron6 cards
6 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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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.