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Commander
2.8±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence163 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks5
Mana dorks1
Land ramp3
Draw engines3
Cantrips & burst draw1
Recursion1
Value engines4
Spot removal6
Board wipes5
Stax & hate5
Protection1
Mana Acceleration+1ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands7
Taplands8
Basic lands3
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine, 1 damage multiplier+18ⓘ
Synergy pieces1
Win conditions3
Sacrifice outlets2
Drain effects3
Token generators1
Damage multipliers2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1
1.8 above Bracket 0 ceiling (1)
0.2 below Bracket 2 threshold (3)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 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.
Infect28 cards
28 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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-1/-1 Counters15 cards
15 -1/-1 counter cards. Weaken and wither opponent creatures.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.