Chapter I
Vital Signs
power, speed, and what the deck is made of
- Power
- 7.0 / 10
- On par · bracket 2
- Speed
- —
- Difficulty
- —
- Lands
- 37
- of 100
- Avg. MV
- 3.29
- nonland
- Spells
- 63
- nonland
Power is the Analysis tab’s score. The six deck-health scores below are the same ones the deck page and the Familiar use.
70–1
112
183
184
55
46+
Deck health · the same six scores as the deck page
Ramp7.0/ 1015 cards · target 10–1215 ramp pieces is more than the plan needs — some of those slots could be doing something.
Card draw9.0/ 109 cards · target 10–129 sources of card advantage (7 repeatable, 2 one-shot) — you will run out of cards before you run out of game.
Interaction8.0/ 108 cards · target 10–128 answers total — not enough to stop the table's best draw.
Board protection7.5/ 103 cards · target 4–83 protection pieces — your commander eats the first removal spell and the plan stops.
Win conditions7.0/ 107 cards · target 2–47 finishers (4 burn/drains, 3 team overruns) is a lot of top-end for one deck to draw into.
Mana base10.0/ 1037 cards · target 3837 lands against a computed target of 38 for this curve.
Computed from deck data
Chapter II
The Arsenal
the cards that carry the deck
Computed from deck data
Chapter III
Marginalia
the owner's own hand
Elves make elves, elves make mana, Lathril taps ten of them to drain everyone for ten. Built with the Elf familiar looking over my shoulder.
Written by the deck's owner



