Sarulf, Realm Eater

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Commander
2.8±0.8
First Draft
Basic theme present but card selection and mana base need significant work.
Low confidence165 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks2
Land ramp1
Treasure generators1
Draw engines2
Cantrips & burst draw5
Value engines1
Spot removal2
Graveyard hate4
Protection2
Two-Color Mana Base (no fixing needed)+29
Dual & shock lands1
Utility lands2
Taplands4
Basic lands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, aristocrats engine+25
Synergy pieces2
Token generators8

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)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes3 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.
+1/+1 Counters16 cards

16 counter synergies. Grow your creatures over time for massive threats.

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Voltron13 cards

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

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Token Strategy11 cards

11 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.