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).
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 2
Though the average CMC of this deck is usually not that high (below 3), it can still be handy to have a reserve at hand for the use of Extort abilities. To fulfill this need, the deck contains four rocks, an instant mana boost, a mana-doubler and an enchantment that relinquish treasure tokens whenever my opponents attempt to gain the upper hand.
Ramp: 2
Two white ramp options and an artifact creature have been included to ensure more consistent land-drops during games. It’s not much but in most games, it’s been proven to be enough.
Card Advantage: 5
As the deck contains a number of interesting combos and synergies, it’s beneficial for its controller to have options for additional draw. No less than eleven direct-draw and top-deck cards have been added, along with three high-powered tutors and one filtering mechanism. The options that only require a cost in life-points are especially synergetic and have therefore often been deciders in games.
Overall speed: 4
The deck’s composition in terms of low average CMC combined with enough card-advantage and mana-resources, allows it to pick up steam quickly during most games. Usually as early as turn three will it be able to use highly impactful spells.
Combo: 2
There’s more synergy than actual (infinite) combos in this deck. The deck’s creatures have many ways to take advantage of its life-gain abilities, though there are a few other permanents that grant even stronger boons because of it.
Army: 3
Relatively strong fliers, some gods and some extremely useful utility creatures form the army of this deck. There aren’t any battlecruisers as such, though creatures can certainly attain such status through the boosting abilities of their peers.
Commander: 5
The cumulative effect of Kambal’s ability is terrifying; so much so that he is expected to die a number of times during games. This can of course by circumvented, but it was decided to not spend deck slots just for his protection. Instead, plenty of redundancy in terms of other strong drainers have been included to pick up the slack. So Kambal’s presence on the battlefield can be considered gravy, but not essential.
Resilience: 5
Let’s talk defense. First and foremost amongst measures taken, are the deck’s life-gain abilities. Twenty-eight cards have been added to help in this regard. Five inhibitive options to slow down opponents by having permanents enter the battlefield tapped, preventing attacks or even spell-casting have also been included. Lastly, seven cards were added for outright removal.
Spellpower: 4
This deck is great at affecting all opponents with a number of very nasty drain spells and permanents. Amongst them are ten cards that can be considered truly high-impact spells.
Total power score: 33
This deck is well-balanced. Definitely not the fastest, but still very decent and above all an absolute blast to play. It allows for so much life-gain, that only through tremendous effort opposing players will be able to drain its controller fast enough to win. It’s got a nice mix of creatures and spells and has some truly horrific end-game surprises for opponents.