Aggro Deck

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Commander
No commander provided
3.4±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence214 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve+8
Fast mana1
Mana rocks4
Mana dorks1
Land ramp7
Other acceleration3
Low Land Count−20
Tutors4
Draw engines4
Cantrips & burst draw4
Recursion3
Value engines5
Spot removal5
Protection3
Mana Acceleration+7
Low Land Count−20
Dual & shock lands3
Premium utility lands3
Utility lands11
Taplands6
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler+8
Win conditions1
Combat threats6
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 3.4 → Bracket 3
Game changers 1
Minimum Bracket 3
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.
Aggro11 cards

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

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Stompy / Big Mana10 cards

10 high-impact creatures. Ramp into massive threats that dominate the board.

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Voltron9 cards

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

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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.