Kardur, Doomscourge

Kardur, Doomscourge

Commander

Kardur, Doomscourge

5/10
Bracket 2Salty level: LowSpeed: Fast

Base

+1.00

Premium fast mana

+0.00

Common fast mana

+0.45

Tutors

+0.00

Interaction

+0.96

Combo pressure

+0.00

Mana efficiency

+0.20

Ramp quality

+0.60

Draw quality

+0.60

Curve health

+0.40

Land base

+0.39

Commander synergy

+0.43

Game changers

+0.00

Avg MV

3.33

Lands

36

Ramp

10

Draw

13

Removal

12

Tutors

0

Fast mana

3

Premium fast mana

0

Game Changers

0

Strong Cards

18

Mana curve

0
1
2
3
4
5
6
7+

Radar

LandsRampDrawRemovalTutorsAvg MVFast mana

Benchmarks

Brackets 1–4
Lands
363438
Ramp
101014
Draw
131014
Removal
12812
Tutors
038
Avg MV
3.3333.8
Fast mana
302

Detected cards

Audit how each metric was counted.

Kardur, Doomscourge Deck Analysis

This Kardur, Doomscourge (Rakdos) deck has been analyzed by Rate My Decks and scored 5/10 in power, placing it in Bracket 2. The deck contains 99 cards with 36 lands and an average mana value of 3.3.

Key strengths include: Kardur, Doomscourge sits in a fast shell — 3 fast mana pieces and an average MV of 3.33 mean it can deploy threats and answers ahead of curve.. With 12 interaction pieces such as Bane of the Living, Unlicensed Disintegration and Nihil Spellbomb, the deck can answer opposing threats and protect its own plan. It is not a goldfish — it fights for the table.. 10 ramp sources let Kardur, Doomscourge outpace less-accelerated decks. The mana advantage translates into multi-spell turns well ahead of schedule..

Main areas for improvement: The draw count is adequate, but Syphon Mind, Nihil Spellbomb and Commander's Sphere may be conditional. Check that they are live before the decisive turn, not just when the deck is already ahead.. The deck has a clear profile, but protection for Kardur, Doomscourge is limited. If the commander is removed repeatedly, the game plan may fall apart.. The analysis groups cards by generic roles and may miss fine-grained synergy between specific cards. Review the deck's key interactions in actual games..

Key recommendations: The current bracket is a good starting point for table fit. Observe how the deck performs in your pod before making major changes.. Keep the draw package but test whether draw cards are live before the combo turn — not just after the deck is already ahead.. Review the interaction mix. Make sure it covers creatures, artifacts/enchantments, and stack fights instead of clustering around one answer type..

The deck includes 10 ramp sources, 13 draw cards, 12 removal cards, 0 tutors, and 3 fast mana cards. 0 complete combos and 1 almost-combos were detected.

At Bracket 2, this deck is casual. Ideal for playing with friends without worrying about extreme optimization.

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