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
Didn’t go overboard with the mana generation in this deck. Aside from a solid land-count, it contains six rocks, a single creature that reduces overall mana-costs by 1 and an enchantment that relinquishes treasure tokens whenever my opponents try to draw something without paying for it.
Ramp: 1
Two white options allow me to fetch lands under the condition that I’m behind on land-count. Not exactly spectacular but still pretty reliable; especially when facing decks featuring green.
Card Advantage: 3
Without a doubt, Hylda is the deck’s most important (repeatable) draw resource, provided I have the mana available to activate her when opportunity knocks. Aside from her, seven other direct draw cards, two scrying resources and one card that allows me to steal make up this deck’s card-advantage suite.
Overall speed: 3
Cards within this deck have an overall low CMC, which is useful as that leaves more mana available for Hylda’s triggered ability (which I’d ideally trigger multiple times per turn). Combined with this, there’s enough mana/card-resources available to guarantee early-game castings and get things going fast.
Combo: 1
No infinite combos in this one, though there are a couple of very swanky synergies that deserve mentioning; especially mass tapping combined with my commander’s benefits or those of some of my other permanents.
Army: 3
Just about every creature in here is utilitarian and is not really a behemoth of destruction in any significant way. However, the force in here doesn’t need to be particularly strong; it just needs to be unopposed by blockers and the deck features plenty of ways to make that happen (not to mention benefits other than unimpeded movement in the opposition’s direction).
Commander: 3
Having Hylda around does make a major difference to the deck’s possibilities; purely because of her many available utilities when I manage to tap my opponents’ stuff. However, she’s not the only provider of boons with regard to that strategy, so I don’t consider her indispensable to a winning strategy.
Interaction: 5
Obviously, in a deck that’s been made to tap opposing creatures, it is filled to the brim with interaction options. Twenty-seven cards that can force tapping; either through attacking, spell-casting or other means. Four counter-spells as well as two exile spells can also cause some havoc on the opposing side.
Resilience: 4
For the most part, this deck’s resilience score is derived from how resistant it is versus attacks (because it has the power to tap at least some attackers before they ever get the chance of being declared as attackers) and how resistant it is against activated abilities from creatures. However, it does also feature some countering magic and limited access to some lifegain.
Spellpower: 4
A decent amount of mass-tapping spells, along with some mass-bounce, mass draw and a number of very insidious removal spells make up this deck’s impressive spell arsenal.
Total power score: 30
By itself, this deck has more or less average strength when compared to the average EDH deck. Sure, it only has a few ramp and combo options. These minor weaknesses are offset by its access to enough resources, its massive inhibitive powers and an army that synergizes very well with these. And yet, the deck’s true power resides within a factor that’s even more potent in determining victory; politics! Unless all decide to gang-up on you, this wielder of this deck is bound to be offered deals in exchange to disabling certain powerful features of opposing decks. This feature alone, grants the deck great staying-power overall.