Kardur, Doomscourge

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Commander
2.8±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence162 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve−10
Fast mana3
Mana rocks5
Land ramp2
Draw engines6
Cantrips & burst draw7
Recursion1
Value engines5
Spot removal11
Graveyard hate1
Board wipes2
Stax & hate8
Protection2
Two-Color Mana Base (no fixing needed)+18
Premium utility lands1
Utility lands5
Taplands7
Basic lands2
Combat Damage Synergy: aristocrats engine+8
Synergy pieces6
Win conditions2
Combat threats2
Sacrifice outlets1
Drain effects6
Token generators3
Reanimation2

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.8 → Bracket 1

1.8 above Bracket 0 ceiling (1)

0.2 below Bracket 2 threshold (3)

Game changers — none
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.
Stompy / Big Mana11 cards

11 high-impact creatures. Ramp into massive threats that dominate the board.

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Burn10 cards

10 damage dealers. Burn opponents down with direct damage.

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Lifegain9 cards

9 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

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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.