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Commander
No commander provided3.1±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence175 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve+8ⓘ
Mana rocks4
Mana dorks1
Land ramp4
Tutors2
Cantrips & burst draw2
Recursion1
Counterspells1
Spot removal8
Stax & hate4
Protection2
Fetchlands3
Basic lands1
Combat Damage Synergy: token package, aristocrats engine, 3 damage multipliers+23ⓘ
Combat threats1
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.1 → Bracket 2
0.1 above Bracket 1 ceiling (3)
1.9 below Bracket 3 threshold (5)
Markers
Learn more →✕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.
Voltron36 cards
36 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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Aristocrats11 cards
11 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Graveyard/Reanimator9 cards
9 graveyard synergies. Use your graveyard as a second hand.
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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.