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Commander
5.9±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence394 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks1
Other acceleration3
Draw engines10
Cantrips & burst draw3
Recursion1
Value engines4
Control Strategy+30ⓘ
Counterspells7
Spot removal9
Board wipes3
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+20ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands1
Utility lands2
Taplands1
Basic lands2
3 Combo(s) Detected (Consistency: 40%)+24ⓘ
Combat Damage Synergy: 1 haste enabler+2ⓘ
Combo pieces5
Synergy pieces2
Win conditions3
Token generators4
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.9 → Bracket 3
0.9 above Bracket 2 ceiling (5)
1.1 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
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.
Storm12 cards
12 storm synergies. Chain spells for exponential value.
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Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Burn9 cards
9 damage dealers. Burn opponents down with direct damage.
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