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Commander
3.3±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence202 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks6
Mana dorks1
Land ramp1
Other acceleration1
Treasure generators1
Draw engines1
Cantrips & burst draw3
Wheels1
Recursion1
Value engines4
Counterspells1
Spot removal8
Protection2
Mana Acceleration+1ⓘ
Fetchlands4
Premium utility lands2
Utility lands3
Taplands14
Basic lands3
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler, 2 damage multipliers+18ⓘ
Synergy pieces2
Combat threats2
Token generators2
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
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.
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
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Impulse Draw13 cards
13 impulse draw effects. Exile and play cards from the top of your library.
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Human Tribal11 cards
11 human creatures detected. Tribal synergies can create powerful board states.
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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.