Anzrag, the Quake-Mole

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Commander
5.5±0.5
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Medium confidence368 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Tight Curve+15
Fast mana4
Mana rocks1
Mana dorks11
Land ramp3
Other acceleration2
Treasure generators4
Tutors5
Draw engines4
Cantrips & burst draw6
Value engines2
Spot removal2
Graveyard hate1
Stax & hate1
Protection10
Mana Acceleration+11
Two-Color Powerhouse Lands (2)+5
Two-Color Mana Base (no fixing needed)+1
Dual & shock lands1
Premium utility lands1
Utility lands9
Taplands3
Basic lands2
Combat Damage Synergy: token swarm strategy, 5 haste enablers, aristocrats engine, 1 damage multiplier+25
1 Combo(s) Detected (Consistency: 96%)+24
Combo pieces2
Win conditions2
Combat threats1
Drain effects1
Token generators2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5 → Bracket 3

0.5 above Bracket 2 ceiling (5)

1.5 below Bracket 4 threshold (7)

Game changers 2
Minimum Bracket 3
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.
Go-Wide / Weenies23 cards

23 low-cost creatures. Swarm the board and pump for lethal attacks.

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Burn17 cards

17 damage dealers. Burn opponents down with direct damage.

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Aggro16 cards

16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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Combos1 total

  • 2-card combo · 1
  • +