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Commander
5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence345 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve−10ⓘ
Fast mana1
Mana rocks6
Land ramp1
Treasure generators5
Commander Draw Engine+10ⓘ
Draw engines8
Cantrips & burst draw4
Wheels1
Recursion4
Value engines9
Counterspells2
Spot removal8
Board wipes3
Stax & hate1
Protection1
Fetchlands3
Premium utility lands3
Utility lands7
Taplands8
Basic lands3
Combat Damage Synergy: 1 evasion enabler, aristocrats engine+11ⓘ
Synergy pieces5
Win conditions1
Combat threats4
Token generators5
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1 → Bracket 3
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 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.
Aggro24 cards
24 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Unblockable / Evasion14 cards
14 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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Token Strategy12 cards
12 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.