Commander
2.1±0.65
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Medium confidence95 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Other acceleration4
Low Land Count−75ⓘ
Draw engines1
Cantrips & burst draw1
Recursion1
Value engines11
Synergy support3
Counterspells1
Spot removal1
Board wipes1
Stax & hate3
Protection2
Two-Color Mana Base+130ⓘ
Low Land Count−75ⓘ
Utility lands1
+2
Combat Damage Synergy+25ⓘ
Synergy pieces11
Win conditions2
Combat threats10
Damage multipliers2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 2.1 (Bracket 1)+Mass Land Denial→ Bracket 4
Markers
Learn more →✓
Mass land denial 1
Minimum Bracket 4
✕Game changers — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Voltron11 cards
11 equipment/auras. Stack these on the commander for one-shot commander damage kills.
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+1/+1 Counters25 cards
25 counter synergies. Grow creatures over time for massive threats.
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Aggro8 cards
8 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.
History
No history yet
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.