The following ten 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 (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: 4
Seven rocks are featured and along with four cards that provides the occasional treasure token. So, not that much to work with, but considering the deck’s mana curve that’s not necessarily an issue.
Ramp: 1
As mentioned in the previous section, not much is required to get this deck going (with 43 of its cards having CMC2 or less). Still, it wouldn’t do not to include any ramp, so two options have been added (including one of the most powerful ones in existence).
Card Advantage: 3
This deck profits from tutor options (four cards) almost as much as it does from regular draw (five cards). There’s also some filtering to ensure the deck can weed out the useful cards from less important ones. To ensure no cards get wasted, four spells have been included that negate the necessity of discarding.
Overall speed: 3
It achieves average speed, compared to most commander decks. Most of its spells have very low casting-cost and the deck’s resources can easily accommodate any spell during almost any game-phase. Feather ensures that the deck’s instants and sorceries can be recycled all of the time after casting, so this deck never runs out of steam (especially if one can ensure that discarding is no longer required).
Combo: 1
No combos featured in this wondrous collection of spells.
Army: 3
In terms of pure combat power, the deck doesn’t pack much. That is, until one starts to generate creature tokens; including possible dragon tokens for every instant/sorcery casting. Other ways in which creatures in this deck interact with the deck’s controller casting non-creature spells. Either they can copy these spells or they can deal damage.
Commander: 3
The major advantage of having Feather around, is that she grants her controller an infinite pool of instants and sorceries that can target her (and potentially others depending on circumstances). Not having her around disables that, which is not necessarily game-killing, but does make obtaining victory a whole lot more difficult.
Interaction: 4
Plenty of ways to mess with opponents have been included. Most of them fall into the non-combat damage (mostly caused by instant/sorcery casting) but other spells have also been added to counter (blue) spells, exile opposing creatures or inhibit the casting opportunities of the deck’s opponents.
Resilience: 4
As this deck has a (at least in part) Voltron-focus, some protection is required for its leader (which is why four cards have been added for this purpose). Some life-gain ensures that the deck’s controller can recover lost life. Other spells were added to offer a few possibilities to inhibit the opposition.
Spellpower: 5
Some massive protection spells ensure this side of the battlefield is protected (at least temporarily). Then there’s some strong token generation and the dealing of non-combat damage. Most important of all though, are the eighteen spells that can boost Feather and her compatriots, not to mention the avenues with which these spells can be copied multiple times per casting.
Total power score: 31
Spell-casting on a massive scale to boost creatures; it’s this deck’s major strength. It has plenty of resources to accomplish this: an incredible arsenal of low-cost spells to use (most of which can be recurred when Feather is around) and a very large amount of effective creatures and spells to interact with these castings, in terms of non-combat damage potential and token generation.