The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
During turns, one aims to summon a token with Daxos, while simultaneously having enough mana left over to cast at least one other spell. Thus, it’s important to have decent mana available within this deck. It contains five rocks, two cheapeners and two enchantments that relinquish treasure tokens whenever opponents attempt to gain the upper hand.
Ramp: 2
The second most efficient color at ramping after green, is actually white. This means there are a decent number of options. Three of them have been included and all of them can only be used when at least one player controls more lands than this deck does.
Card Advantage: 4
It’s great to have lots of options during turns and that requires to draw cards often. Five cards feature in this as direct-draw resources and an additional five tutors. Also, two amazing filter-artifacts have been added.
Overall speed: 4
Lots of cheap resources, draw and inhibiting spells/enchantments allow this deck to kick-start itself with a very decent speed. During most games, the first, serious inhibitive actions can be undertaken before turn four.
Combo: 1
Not a very combo-oriented deck, but there are some nice synergies in here. A number of permanents benefit from the fact that Daxos doesn’t just generate spirits, but enchantment-spirits. This feeds into enchantment-ETB effects.
Army: 2
Most of this deck’s potential for combat damage relies on its token army. In terms of non-token creatures, the amount included can be considered below average. Their individual strengths aren’t really combat oriented either; most of them have been included for their inhibitive/supportive abilities or their synergy with the deck’s enchantments.
Commander: 4
The ability to generate (potentially) strong tokens is really quite useful in a deck that mostly relies on combat damage to finish off opponents. Daxos can do this quite well by himself, but redundancy has been added in abundance (five options), in case Daxos ever becomes unavailable to us. If the deck is deprived entirely of token generation options, it will still take one heck of a pounding before it goes down.
Interaction: 5
There’s a lot of stuff in this deck that makes sure the opposition is a lot less effective at doing things, than this deck’s wielder is. Amongst the twenty-three options to cause mayhem on the other side, are cards that exile stuff (five options), force others to sacrifice their permanents (four cards), drain life (three options), damage or destroy (four cards) and a smattering of other abilities.
Resilience: 5
This deck’s primary mode is not offensive but defensive. Orzhov happens to excel at that. This color-combination sports a wide variety of inhibition-, rebirth- and outright destructive options. The options chosen include ten cards (mostly enchantments) that slow down opponents or negate their advantage. These are supported by no less than fourteen removal options (eight specifically meant to get rid of opposing creatures). Last but not least, three cards have been included that can retrieve lost enchantments from the graveyard.
Spellpower: 5
In terms of high impact on the board, this deck really packs a wallop. This becomes particularly apparent when one’s allowed to create a board-state of more than a few enchantments at the same time. Options to hurt or impact the deck’s permanents becomes severely limited in such cases. At least twenty-one cards within the deck fall within this category.
Total power score: 35
Ever since Daxos came out, this creation has evolved into a strong combination of cards that can counter most opposing threats, and this is reflected in the deck’s power score. It’s not particularly fast, but it’s quite hard to get rid of and becomes very dangerous once it gets going a few turns without losing enchantments. Its versatility and its ability to make an impact on the battlefield are both pretty awesome.