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Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence375 pts
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp5
Tutors2
Draw engines5
Cantrips & burst draw1
Value engines7
Counterspells3
Spot removal4
Board wipes1
Protection1
Two-Color Mana Base (no fixing needed)+14ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands5
Taplands2
Basic lands2
4 Combo(s) Detected (Consistency: 60%)+32ⓘ
Combat Damage Synergy: token swarm strategy, 2 evasion enablers+25ⓘ
Combo pieces5
Synergy pieces9
Combat threats2
Token generators2
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3
0.6 above Bracket 2 ceiling (5)
1.4 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
Themes8 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.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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Token Strategy9 cards
9 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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