Flubs, the Fool

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Commander
8.5±0.3
High Power
Tight curve and refined gameplan. Threats deploy quickly and the deck can protect its strategy.
High confidence624 pts
Estimated win turn
T2best
T4typical
T5+contested
Vector breakdown
Tight Curve+15
Fast mana17
Mana dorks1
Land ramp2
Other acceleration2
Treasure generators1
Commander Draw Engine+10
Low Land Count−5
Tutors11
Draw engines4
Cantrips & burst draw6
Wheels2
Recursion3
Counterspells3
Spot removal1
Graveyard hate1
Protection1
Mana Acceleration+12
Low Land Count−5
Fetchlands6
Dual & shock lands7
Premium utility lands4
Utility lands1
Taplands1
Basic lands3
3 Combo(s) Detected (Consistency: 90%)+33
Combat Damage Synergy: token package, 1 haste enabler, aristocrats engine+14
Combo pieces7
Synergy pieces2
Win conditions1
Sacrifice outlets2
Other3

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 8.5 → Bracket 4

1.5 above Bracket 3 ceiling (7)

0.5 below Bracket 5 threshold (9)

Game changers 12
Minimum Bracket 4
2-card combo 1
Mass land denial — 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.
Go-Wide / Weenies17 cards

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

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Cheerios10 cards

10 cheerios cards. Cast many 0-cost artifacts/equipment with draw engines to storm off.

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Graveyard (Commander)1 cards

Commander uses the graveyard as a resource.

Combos3 total

  • 2-card combo · 1
  • +
  • 3-card combos · 2
  • ++
  • ++