Karumonix, the Rat King

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Commander
2.6±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence145 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks5
Other acceleration1
Minor treasure1
Commander Synergy+1
Draw engines2
Cantrips & burst draw12
Recursion7
Value engines4
Synergy support1
Spot removal12
Graveyard hate1
Board wipes3
Stax & hate4
Edict effects2
Soft interaction1
Mono-Color Mana Base+4
Fetchlands1
Premium utility lands1
Utility lands2
Taplands2
Basic lands1
Combat Damage Synergy+10
Commander Synergy+2
Synergy pieces7
Combat threats11
Sacrifice outlets2
Drain effects4
Token generators5

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.6 → Bracket 1

1.6 above Bracket 0 ceiling (1)

0.4 below Bracket 2 threshold (3)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes7 total

Infect10 cards

10 infect/poison cards. Win with 10 poison counters instead of 40 damage.

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Rat Tribal24 cards

24 rat creatures detected. Tribal synergies can create powerful board states.

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Go-Wide / Weenies16 cards

16 low-cost creatures. Swarm the board and pump for lethal attacks.

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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.