Commander
5.0±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence344 pts
Estimated win turn
T6best
T8typical
T10+contested
Vector breakdown
Mana rocks1
Mana dorks1
Land ramp8
Other acceleration2
Treasure generators3
Commander Synergy (1 group)+2ⓘ
Tutors1
Draw engines13
Cantrips & burst draw2
Scry & Surveil3
Recursion3
Value engines10
Other3
Counterspells1
Artifact/enchantment removal2
Spot removal3
Graveyard hate1
Protection2
Utility lands1
Taplands2
Basic lands1
+34
Combat Damage Synergy+8ⓘ
Commander Synergy (1 group)+2ⓘ
Combo pieces1
Synergy pieces8
Win conditions2
Combat threats12
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.0+Game Changers 1→ Bracket 3
Right at the Bracket 3 threshold
2.0 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Aggro45 cards
45 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
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Unblockable / Evasion14 cards
14 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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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.
History
No history yet
Each time the deck is re-analyzed or synced from Moxfield or Archidekt, ScryCheck saves a snapshot. Changes to power level, vectors, and card swaps will appear here.