Commander
4.2±0.2
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence276 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Tight Curve (67% CMC 0-2)+15ⓘ
Fast mana3
Mana rocks5
Mana dorks3
Land ramp7
Other acceleration3
Other1
Tutors1
Draw engines5
Cantrips & burst draw4
Recursion4
+3
Value engines1
Counterspells2
Spot removal4
Board wipes2
Protection14
Other1
Mana Acceleration (21 sources)+11ⓘ
Two-Color Mana Base (no fixing needed)+2ⓘ
Dual & shock lands3
+6
+5
+4
Premium utility lands2
+5
+4
Utility lands5
+2
+2
+2
+2
+2
Taplands2
+3
+2
Basic lands2
+10
+13
Combat Damage Synergy: 1 extra combat, 1 haste enabler, 2 damage multipliers+16ⓘ
Synergy pieces8
Win conditions2
Combat threats7
Damage multipliers1
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.2 → Bracket 2
Speed88Mana base75Interaction70
1.2 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Voltron (Commander)16 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Power Matters6 cards
6 power-matters cards. Convert creature power into damage, cards, or effects.
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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 you re-analyze or sync from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.