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Arlinn - Draft 2
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  • Get red mana
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  • Swing big

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60 cards

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  • 24 Swamp
  • 4 Bile Blight
  • 4 Merciless Executioner
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  • 26 Mixed Land
  • 10 Disruption/Anti-creature Spells
  • 12 Small Creatures
  • 12 Big Creatures

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The probability that ALL of your
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Average Shortage
The average number of cards "late" or
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New Hand Draw 1 Mulligan
New Hand Draw 1 Mulligan
commander: ???    duel: ???    frontier: ???    modern: ???    legacy: ???    vintage: ???   
Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 Arlinn, the Moon's Fury's first loyalty ability is not a mana ability. It uses the stack and may be responded to. 2021-09-24 Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game. 2021-09-24 Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. 2021-09-24 If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. 2021-09-24 If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day. 2021-09-24 For more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle (https://magic.wizards.com/en/articles/archive/feature/innistrad-midnight-hunt-mechanics-2021-09-02). 2021-09-24 Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step. 2021-09-24 If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform. 2021-09-24 If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up. 2021-09-24 Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound. 2021-09-24 If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform. 2021-09-24 After Arlinn, the Moon Fury's second loyalty ability resolves, she is a Werewolf creature and not a planeswalker, so she doesn't lose loyalty counters when she's dealt damage. 2021-09-24 If Arlinn, the Moon Fury's second loyalty ability is making her a Werewolf creature and it somehow becomes day, Arlinn will transform, but the effect making her a Werewolf creature will continue to apply for the rest of the turn.
Bull's Strength
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Burn the Accursed
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Compelled Duel
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-07-23 Only one creature is required to block the affected creature. Other creatures may also block it and are free to block other creatures or not block at all. 2021-07-23 If each creature the defending player controls can't block for any reason (such as being tapped), then the affected creature isn't blocked. If there's a cost associated with blocking the affected creature, the defending player isn't forced to pay that cost, so it doesn't have to be blocked in that case either.
Critical Hit
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Dire Wolf Prowler
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Evolving Wilds
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Forest
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Harvesttide Infiltrator // Harvesttide Assailant
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game. 2021-09-24 Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. 2021-09-24 If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. 2021-09-24 If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day. 2021-09-24 For more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle (https://magic.wizards.com/en/articles/archive/feature/innistrad-midnight-hunt-mechanics-2021-09-02). 2021-09-24 Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step. 2021-09-24 If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform. 2021-09-24 If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up. 2021-09-24 Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound. 2021-09-24 If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
Howl of the Hunt
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Lambholt Harrier
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 Lambholt Harrier's ability must be activated before blockers are declared to have any effect. Activating it after a creature has been declared as a blocker will not remove that creature from combat.
Mountain
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Pestilent Wolf
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Primal Adversary
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 After you pay the {1}{G} cost one or more times, a second ability triggers and you choose the targets for it. Players may respond to the new ability at that point. As that ability resolves, Primal Adversary gets its +1/+1 counters and the target lands become Wolf creatures. 2021-09-24 Any land that becomes a Wolf creature this way will retain any supertypes, card types, subtypes, and abilities it had.
Reckless Stormseeker // Storm-Charged Slasher
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game. 2021-09-24 Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. 2021-09-24 If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. 2021-09-24 If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day. 2021-09-24 For more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle (https://magic.wizards.com/en/articles/archive/feature/innistrad-midnight-hunt-mechanics-2021-09-02). 2021-09-24 Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step. 2021-09-24 If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform. 2021-09-24 If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up. 2021-09-24 Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound. 2021-09-24 If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
Snarling Wolf
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
Tireless Hauler // Dire-Strain Brawler
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game. 2021-09-24 Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. 2021-09-24 If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. 2021-09-24 If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day. 2021-09-24 For more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle (https://magic.wizards.com/en/articles/archive/feature/innistrad-midnight-hunt-mechanics-2021-09-02). 2021-09-24 Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step. 2021-09-24 If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform. 2021-09-24 If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up. 2021-09-24 Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound. 2021-09-24 If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 The first ability of each of Tovolar's faces triggers once for each Wolf or Werewolf you control that deals combat damage to a player. For example, if you attack with three Wolf creatures and they all deal combat damage to a player, the ability triggers three times. 2021-09-24 If a creature you control that's a Wolf and a Werewolf deals combat damage to a player, the first ability triggers only once. 2021-09-24 The second ability of Tovolar, Dire Overlord seems a little strange because Tovolar and other Human Werewolf creatures in this set transform when it becomes night anyway. Tovolar, however, isn't content to transform Werewolf creatures from just one set. This ability will allow you to transform Human Werewolf creatures from previous visits to Innistrad as well. 2021-09-24 Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game. 2021-09-24 Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change. 2021-09-24 If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night. 2021-09-24 If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day. 2021-09-24 For more information about Day and Night and the Daybound and Nightbound abilities, please see the Innistrad: Midnight Hunt Mechanics atricle (https://magic.wizards.com/en/articles/archive/feature/innistrad-midnight-hunt-mechanics-2021-09-02). 2021-09-24 Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step. 2021-09-24 If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform. 2021-09-24 If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up. 2021-09-24 Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound. 2021-09-24 If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
Unnatural Growth
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 If an effect instructs you to “double” a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply. Similarly, a creature whose toughness is doubled gets +0/+X, where X is its toughness as the effect begins to apply. 2021-09-24 If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, if an effect has given Bear Cub, a 2/2 creature, -4/-0 so that it's a -2/2 creature, doubling its power and toughness gives it -2/+2, and it becomes a -4/4 creature. 2021-09-24 If you control more than one Unnatural Growth, each one applies independently. For example, if you control two copies of Unnatural Growth, a 2/2 Bear Cub becomes a 4/4 creature when the first ability resolves and then becomes an 8/8 creature when the second one resolves.
Unnatural Moonrise
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-09-24 “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” 2021-09-24 You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery. 2021-09-24 To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was. 2021-09-24 A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way. 2021-09-24 You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast. 2021-09-24 If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
Werewolf Pack Leader
commander: Legal    duel: Legal    frontier: ???    modern: Legal    legacy: Legal    vintage: Legal   
2021-07-23 The last ability will overwrite any previous effects that set Werewolf Pack Leader's power and toughness to specific numbers. Effects that otherwise modify its power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters. For example, if you cast a spell that gives Werewolf Pack Leader +1/+1, after that resolves it is a 4/4 creature. If you then activate its last ability, it will be a 6/4 creature.
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Created by BaileyBoJangles.
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