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Commander
3.4±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence207 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks4
Mana dorks2
Land ramp3
Treasure generators1
Commander Draw Engine+20ⓘ
Tutors2
Draw engines4
Recursion1
Value engines1
Spot removal2
Board wipes2
Stax & hate2
Protection5
Mana Acceleration+1ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands4
Utility lands7
Taplands5
Basic lands3
Combat Damage Synergy: token package, 2 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces1
Win conditions4
Combat threats6
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.4 → Bracket 2
0.4 above Bracket 1 ceiling (3)
1.6 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕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.
Defenders/Walls25 cards
25 defenders/walls. Build an impenetrable wall, then convert to damage.
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Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
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Lifegain9 cards
9 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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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.