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Commander
No commander provided3.3±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence195 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks3
Mana dorks1
Land ramp6
Other acceleration3
Tutors7
Draw engines1
Cantrips & burst draw5
Recursion3
Value engines3
Spot removal9
Board wipes1
Protection2
Mana Acceleration+4ⓘ
Fetchlands5
Dual & shock lands1
Premium utility lands1
Utility lands4
Taplands13
Basic lands3
Synergy pieces1
Win conditions1
Combat threats2
Other1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.3 → Bracket 2
0.3 above Bracket 1 ceiling (3)
1.7 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 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.
Graveyard/Reanimator12 cards
12 graveyard synergies. Use your graveyard as a second hand.
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Mill11 cards
11 mill effects. Empty opponent libraries or fuel your graveyard.
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Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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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.