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Commander
No commander provided5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence353 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana2
Mana rocks8
Land ramp3
Treasure generators3
Tutors2
Draw engines1
Cantrips & burst draw7
Wheels1
Recursion3
Value engines5
Spot removal6
Graveyard hate2
Board wipes1
Stax & hate1
Protection4
Mana Acceleration+5ⓘ
Fetchlands6
Dual & shock lands3
Premium utility lands1
Utility lands5
Taplands4
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Combat threats1
Sacrifice outlets1
Token generators3
Reanimation1
Group slug1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1 → Bracket 3
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 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.
Graveyard/Reanimator14 cards
14 graveyard synergies. Use your graveyard as a second hand.
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Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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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.