Solphim, Mayhem Dominus

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Commander
3.5±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence209 pts
Estimated win turn
T5best
T6typical
T7+contested
Vector breakdown
Efficient Curve+8
Fast mana7
Mana rocks3
Other acceleration2
Draw engines2
Cantrips & burst draw4
Value engines2
Spot removal3
Board wipes4
Stax & hate5
Protection1
Mono-Color Mana Base (no fixing needed)+18
Mana Acceleration+3
Mono-Color Powerhouse Lands (1)+2
Dual & shock lands1
Utility lands5
Taplands3
Basic lands1
Combat Damage Synergy: token swarm strategy, 1 haste enabler, aristocrats engine, 1 damage multiplier+25
1 Combo(s) Detected (Consistency: 30%)+16
Combo pieces2
Synergy pieces2
Win conditions3
Combat threats3
Drain effects11
Token generators3
Other1

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 3.5 → Bracket 4
Mass land denial 1
Minimum Bracket 4
Game changers — 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.
Burn22 cards

22 damage dealers. Burn opponents down with direct damage.

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Storm11 cards

11 storm synergies. Chain spells for exponential value.

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Dragon Tribal9 cards

9 dragon creatures detected. Tribal synergies can create powerful board states.

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Combos1 total

  • 2-card combo · 1
  • +