Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence383 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana2
+10
Mana rocks3
Mana dorks1
Land ramp4
Treasure generators1
Other1
Commander Synergy (1 groups)+1ⓘ
Tutors8
Draw engines3
Cantrips & burst draw8
Wheels1
Recursion11
+3
+3
Value engines2
Counterspells1
Spot removal7
+5
Board wipes1
Stax & hate1
Protection2
Fetchlands3
+8
+8
+8
Dual & shock lands11
+9
+9
+6
+6
+6
+5
+5
+5
+4
+4
+4
Premium utility lands2
+5
+5
Utility lands7
+3
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
Basic lands3
+1
+2
+2
Combat Damage Synergy: token swarm strategy, 1 extra combat, 1 haste enabler, 1 evasion enabler, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces13
Win conditions2
Combat threats7
Sacrifice outlets1
Token generators2
Reanimation1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Mana base92Consistency90Threats85
0.5 above Bracket 2 ceiling (5)
1.5 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Mill12 cards
12 mill effects. Empty opponent libraries or fuel your graveyard.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.
History
No history yet
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