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
The number of direct mana-resources available in this deck is rather average, compared to my average deck. Currently there is room for three rocks, two artifacts that cheapen casting and one enchantment that relinquishes treasure tokens whenever my opponents try to draw something without paying for it.
Ramp: 1
Some cards were added to find lands for me; one of them is a one-shot deal (though that can change with Brago’s help), two of them can be repeated without the need for additional resources.
Card Advantage: 5
One of the deck-aspects at which the Azorius guild really excels. To ensure decent availability of resources, I’ve added seven direct draw options (taking into account that most of these should be cheap to use, which at least half of them are), two filter options, four tutors (these are in here to get a better chance at enabling a combo) and a single option to steal my opponents’ stuff.
Overall speed: 4
Pretty good, I’d say. In total, the number of spell-casting resources available in this deck amounts to twenty. With an average CMC of just over 3, this means we have a decent chance at kicking off well within the first few turns and retain momentum.
Combo: 4
Ow yeah, this deck can screw around with several things. Some combinations in here can grant infinite mana, while others can grant infinite blinks or even infinite turns. Then there are some combos that allow me to steal everything or put the rest of the board in a stasis lock.
Army: 2
In terms of combat power, this deck does employ a few minor-battlecruiser type cards. However, the vast majority of this deck’s creatures provide utility and inhibition value. A fair amount of creatures make up the deck’s army though, so it’s definitely not powerless.
Commander: 2
I seek to gain as much ETB value from blinking as possible, and Brago is the ultimate enabler of this. Not having him around is therefore seriously detrimental to my plays. I have included some back-ups for this kind of power, but it’s nowhere equal to his.
Interaction:
Seems to me there’s a lot of that in this deck. First there’s the eight options for spot removal; some against multiple permanents simultaneously. There’s also some sick mass inhibition and removal in here. Then there are three cards that restrict opponents’ spell casting and four cards that restrict the uses of permanents or entire phases within turns.
Resilience: 3
An excellent way to protect my permanents from harm, is by blinking them when they become the target of opposing spells/abilities (three options). Then there’s way to grant my permanents protection from specific colors, grant them hexproof and even (temporarily) phase them out of reality. Last but not least, lifegain can recoup some life lost.
Spellpower: 3
Blinking back-up is provided by creature- and non-creature options in the form of instants and a planeswalker. I added some spells that can grant me an extra turn or two, a few high-powered wipes and let’s not forget the spells that can lock-down entire boards.
Total power score: 31
Scores a little above average. Good combination of resources and speed and featuring a lot of interaction, which doesn’t just make it versatile and powerful but a lot of fun to use too. This deck can get crazy once its board-state is allowed to get out of hand. It hold its own in the average multi-player game.