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Commander
2.2±0.3
First Draft
Basic theme present but card selection and mana base need significant work.
High confidence108 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks3
Other acceleration1
Treasure generators1
Draw engines4
Cantrips & burst draw2
Wheels2
Spot removal5
Stax & hate11
Edict effects2
Protection3
Mono-Color Mana Base (no fixing needed)+25ⓘ
Mono-Color Powerhouse Lands (1)+3ⓘ
Dual & shock lands1
Utility lands2
Taplands1
Basic lands1
Synergy pieces8
Win conditions1
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 2.2 → Bracket 3
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 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.
Discard33 cards
33 discard synergies. Empty opponents' hands while gaining value.
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Stax18 cards
18 stax pieces. Tax and restrict opponents' resources while breaking parity.
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Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
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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.