I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).
- 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 whether the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
Artifacts are the main source of additional mana for this deck. As blue has no direct ramping, these cards are all of top priority in order to obtain success. I have included nine artifact mana sources, as well as two cards that will double my available blue mana and two resources that will allow me to cast blue spells cheaper.
Ramp: 1
This deck contains one ramp option.
Card Advantage: 5
The bread and butter of this deck. Divided by category, this deck contains eighteen direct draw engines, a filter- and draw mechanism and six tutors. In all, plenty of methods to keep a steady supply of resources coming my way.
Overall speed: 3
No ramp, but plenty of mana rocks and a whole lot of draw. Combined, this gives me an average measure of speed (provided that the additional draw allows me to get to the mana rocks and the deck’s land-base at the appropriate time).
Combo: 4
There are a number of different combos that will allow for infinite mana, infinite draw and most importantly; infinite mill. Well over twenty cards can be combined in a number of ways to provide the final push I need to keel over an opponent or two.
Army: 2
Out of the fifteen creatures within this deck, most of them present me with options for additional card advantage; draw, tutor and the milling of opposing libraries. In terms of pure combat power, the army does consist of a few heavy hitters; but mostly it is focused on utility.
Commander: 5
It seemed to make sense to me, to have a golden-oldy commander in terms of card-advantage lead the pack on this deck. However, considering the deck's many, many card advantage resources, Arcanis is definitely not indispensable for my winning strategy.
Interaction: 3
Messing with my opponents’ libraries is a fun bit of interaction this deck is pretty decent at. I have six means of doing this during opposing turns, along with six more during my own. Then there’s two options included to counter opposing spells (of which one can be repeated, free of charge!) along with a few bounce/destruction spells for removal and two resources for restricting opposing creature attacks.
Resilience: 1
This deck is not very dependent on the presence of many permanents on the battlefield, so wipes won’t affect it as much as permanent-rich decks. However, aside from an option to reshuffle my graveyard into my library, there’s not much else this deck offers to make the deck more sturdy.
Spellpower: 3
A couple of spells featured in this deck are truly titanic. However most are of medium or lesser power in terms of impact. Categories most used include draw spells, some bounce options and a respectable amount of mill spells.
Total power score: 30
In terms of power, I score this deck as above average. Its speed slightly exceeds the average single color deck’s speed. Its offensive power is not particularly high, and it’s also not very apparent from the outset, but it is there and can hit hard in an instant without much prior warning.