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: 5
Aside from Macar’s ability as a source, the deck contains plenty of cards that add to its land-base in terms of mana generation. Options include six rocks, two mana-doubling options, two mana generating creatures, one card that cheapens the casting of black stuff, two artifacts that generate mana upon the tapping of creatures and seven cards that allow me to untap artifacts or creatures (to tap them again for more mana).
Ramp: 2
Two creatures that upon saccing, allow me to search for lands. It’s not much, but it adds nicely to my other options that extend my mana base. I also use a land that can be used to play more lands.
Card Advantage: 4
In terms of direct draw, this deck has several options that allow me to maintain a steady game-pace. Six creatures either provide direct draw (usually with a condition or two attached) or allow me to gain advantage through stealing. Three enchantments and two artifacts have also been included for additional draw, as well as two tutors.
Overall speed: 4
I’m sporting a really, nice mana curve with over forty cards of CMC3 or less. This combines well with the card-advantage options and the pace at which this deck can generate mana; pretty much ensures its momentum.
Combo: 4
With all the artifacts in here, including the ones that allow me to untap things, there’s bound to be several infinite colorless-mana combos in here. Also, I found a few ways that allow Macar to keep exiling creatures within a single turn (until the board has been cleared of hostiles) or even have some other creatures destroy all of them instead.
Army: 3
The creatures featured in this force aren’t really a collaborative force; but they have been added to support my beloved king in achieving his objectives. About half of them are meant to increase my resources while the other half is bent on reducing the opposing creature-base by as much as possible without engaging into actual combat.
Commander: 3
Without the king, the deck’s power is somewhat reduced in both exiling- and mana generating potential. However, the deck’s artifacts and creatures have been chosen so that they can interact with each other in case Macar is unavailable. The deck’s main strategy can also be followed without the king present.
Interaction: 3
For the most part, this deck is pretty decent at getting rid of the opposite side’s creatures. Aside from my commander doing lots of heavy lifting on this front, the deck includes nine other targeted destruction options (at least three of them permanents, so can be used repeatedly) and four untargeted wipes. Other permanents aren’t safe either, with three specifically included to target enchantments as well.
Resilience: 2
This deck stays alive by killing opposing armies. Against other forms of attack, it features two recursion options, two pieces of equipment to protect my valuable king and seven cards with which I can gain a variety of amounts in life, to recoup any losses.
Spellpower: 2
A small number of high-powered drain spells have been added to this deck, as well as some really, nifty mass-and spot removal ones. Other than that, this deck’s power is more dependent on permanents like artifacts and creatures.
Total power score: 32
This deck scores above average strength, based on its speed (despite the absence of significant ramp), its combo potential and it being the bane of anything that even remotely resembles an opposing creature. Its resilience could be improved, though at the expense of cards that contribute to its primary strategy.