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Commander
3.5±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence215 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana3
Mana rocks4
Land ramp1
Other acceleration4
Draw engines5
Cantrips & burst draw7
Value engines9
Counterspells2
Spot removal3
Board wipes1
Protection3
Two-Color Mana Base (no fixing needed)+6ⓘ
Mana Acceleration+2ⓘ
Fetchlands2
Dual & shock lands3
Premium utility lands2
Utility lands3
Taplands2
Basic lands2
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces1
Win conditions2
Combat threats1
Drain effects1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.5 → Bracket 2
0.5 above Bracket 1 ceiling (3)
1.5 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕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.
Impulse Draw20 cards
20 impulse draw effects. Exile and play cards from the top of your library.
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Legends Matter13 cards
13 legendary synergies. Your legends grow stronger together.
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Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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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.