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Commander
1.4±1
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
Low confidence38 pts
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Mana rocks3
Low Land Count−8ⓘ
Spot removal1
Stax & hate1
Edict effects1
Low Land Count−8ⓘ
Dual & shock lands1
Premium utility lands1
Utility lands1
Basic lands3
Commander Synergy+5ⓘ
Win conditions1
Combat threats1
Sacrifice outlets1
Drain effects2
Reanimation1
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 1.4 → Bracket 1
0.4 above Bracket 0 ceiling (1)
1.6 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 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.
Lifegain6 cards
6 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.