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Commander
2.8±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence165 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana5
Mana rocks2
Mana dorks1
Land ramp6
Other acceleration5
Tutors2
Draw engines3
Cantrips & burst draw17
Recursion2
Value engines4
Other1
Counterspells2
Spot removal9
Stax & hate1
Protection2
Mana Acceleration+9ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands3
Utility lands5
Taplands6
Basic lands3
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler, aristocrats engine+17ⓘ
Synergy pieces8
Win conditions2
Combat threats1
Drain effects1
Token generators1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕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.
Legends Matter13 cards
13 legendary synergies. Your legends grow stronger together.
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Human Tribal12 cards
12 human creatures detected. Tribal synergies can create powerful board states.
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Storm10 cards
10 storm synergies. Chain spells for exponential value.
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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.