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Commander
No commander provided3.6±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence225 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks6
Other acceleration1
Treasure generators1
Low Land Count−8ⓘ
Tutors3
Draw engines3
Cantrips & burst draw3
Recursion1
Value engines2
Counterspells2
Spot removal5
Stax & hate1
Protection2
Low Land Count−8ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands5
Taplands2
Basic lands3
Combat Damage Synergy: 2 damage multipliers+8ⓘ
Win conditions1
Combat threats3
Drain effects2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.6 → Bracket 3
Markers
Learn more →✓
Game changers 2
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 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.
Voltron9 cards
9 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Forced Combat / Goad9 cards
9 forced combat effects. Make opponents attack each other.
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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.