The Rani

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Commander
5.8±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence411 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana rocks6
Land ramp1
Treasure generators3
Tutors4
Draw engines8
Cantrips & burst draw7
Recursion2
Value engines2
Counterspells4
Spot removal7
Stax & hate5
Protection4
Other1
Mana Acceleration+1
Dual & shock lands6
Premium utility lands2
Utility lands10
Taplands2
Basic lands3
Combat Damage Synergy: 1 haste enabler, 1 evasion enabler, aristocrats engine, 3 damage multipliers+25
Combo pieces1
Synergy pieces5
Combat threats5
Drain effects4
Reanimation1
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8 → Bracket 3

0.8 above Bracket 2 ceiling (5)

1.2 below Bracket 4 threshold (7)

Game changers 3
Minimum Bracket 3
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.
Forced Combat / Goad13 cards

13 forced combat effects. Make opponents attack each other.

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Voltron11 cards

11 equipment/auras. Stack these on your commander for one-shot commander damage kills.

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Token Strategy10 cards

10 token producers. Go-wide strategies can overwhelm opponents with numbers.

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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.