Scarecrow Take 2

Commander
5.1±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence352 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Commander Synergy+1
Fast mana1
Mana rocks3
Mana dorks2
Land ramp6
Other acceleration5
Other acceleration1
Tutors2
Draw engines4
Scry & Surveil1
Recursion1
Value engines8
Other1
Counterspells3
Spot removal2
Graveyard hate1
Board wipes1
Stax & hate1
Edict effects1
Protection4
Mana Acceleration+6
Fetchlands5
Premium utility lands11
Utility lands2
Taplands1
Basic lands5
Other1
Combat Damage Synergy+3
Commander Synergy+2
Synergy pieces15
Win conditions3
Combat threats5
Token generators2
Clone effects1
Other2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1+Game Changers 2 Bracket 3

0.1 above Bracket 2 ceiling (5)

1.9 below Bracket 4 threshold (7)

Game changers 2
Minimum Bracket 3
Mass land denial — none
2-card combo — none
Extra turns — none

Themes4 total

Go-Wide / Weenies12 cards

12 low-cost creatures. Swarm the board and pump for lethal attacks.

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Artifacts Matter10 cards

10 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.

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Tribal (Commander)9 cards

This deck is built around creature type synergies.

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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.