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Karazikar, the Eye Tyrant card image

Shared Deck

Deck do Olho

Commander:

Cards

100

Identity

BR

Selected target

2

Updated (UTC)

Oct 20, 2026

Commander 1Mainboard 99

7.8

Power Estimate

Model estimateB3 from available evidence; assessment incomplete

A heuristic signal from the current list, not a measured win rate.

B3 from available evidence; assessment incomplete

These estimates support a table conversation; they do not prove play strength. A range shows model disagreement, not a confidence interval.

Card structure: unavailable

61/63 nonland copies with evidence

Demand and mana efficiency: B3 · 7.6/10

63/63 nonland copies with evidence

100 cards checked, including 1 commander copies · 61 curated combo packages checked · checked rules minimum B2

Assessment receipts

list-evidence-2026-10-10-v4

Input fcd93665a29f1c6e6740f4f9bab22e98866a0441f174b1338bcfd4ed9b0edf8a

texture-fixed-b2-faces-v2: Oracle card text and mana values; 0 card copies with unknown face provenance; 2 card copies with face availability not modeled; 61 curated combo packages checked

demand-impact-v1: Catalog USD prices and community inclusion ranks; Mana efficiency

Power Snapshot

B3 from available evidence; assessment incomplete • 0 game changers detected

Efficiency

7.5

Impact

680

Score

706

Tipping point 3 • playability 78%

Estimated deck value $108.00

SpeedInteractionSynergyConsistencyThreatResilience

Generator Trust

Deck Intelligence

Strategy Fit

53/100

Ramp 62 · Draw 30 · Interaction 23

Foundation

97/100

strong base · T3 lands 80%

Win Plan

100%

Combo · ready

Plan Coherence

95/100

aggro · clear

Opening Mix

73%

2–4 lands + a cheap card · mana unverified

Win Plan evidence

Combo: 3 enablers · 7 payoffs · 27 support

This measures recognized pieces in the list, not a chance of winning or proof that you can execute the plan now.

Plan Coherence evidence

Method: weighted theme and role scores · aggro

Weighted score inputs: Synergy 93.6 · Draw 100 · Interaction 100 · Win pieces 100 · Combo 100 (each /100)

Off-theme role cards: 33.9% of nonland copies · Construct-adjusted share: 33.9% of nonland copies (not used by the weighted method)

  • Stabilized plan score: synergy already carries the role-soup penalty, so the primary read avoids the legacy double-penalty.

Foundation watchlist

Opening Composition83/100(83 of 72)
Lands / Mana Sources88/100(37 of 36)
Color Fixing100/100(18 of 10)
Concrete Win Conditions100/100(7 of 4)

Base vs commander

Foundation is healthy enough to support commander tuning.

Value engines outnumber concrete closers; the deck may need clearer ways to end games.

Opening composition v2 · exact 7-card draws from 99 cards · 37 playable land faces (0 draft-only sources excluded) · 27 spells at mana value 0–2 · 22 ramp-tagged and 22 draw-tagged cards at mana value 0–3. Spell costs recorded for 62/62; missing mana values 0 (assumed 3), types 0, land text 0, nonland text 0. Land policy playable-land-faces-v1; front lands and verified modal land choices count, conditional transform backs do not. Multi-face cards 2 retain combined metadata for other estimates; invalid quantity rows excluded 0. Mana colors, tapped lands, activation costs, spending restrictions, draw conditions, multi-face availability and mulligans are not simulated.

Deck Strategy

Control-Tribal
critical

This deck plays as a control-tribal shell with layered lines and flexible pivots.

In the early game, set up mana and hand quality before committing key threats. Midgame plans should trade resources efficiently and keep pace with repeatable value. Your late-game priority is to leverage your strongest threats to convert a stable board into a finish.

Strategy Graph

Control-Tribal: Library/Hand Pressure Engine into Library/Hand Pressure.

unfocused - Based on the strongest recognized support, the list is spreading support across Control, Artifacts, Mill/Discard, so the graph is less confident about a single main plan.

10 links

Counter support is unverified

2 matched card copies × 0.1 + 0 archetype bonus, capped at 1 = 0.20 candidate score. This is a heuristic score, not a win probability.

Core eligibility: four-copy threshold not met; commander heuristic not matched; archetype not matched. These inputs do not admit a counter core.

Matches can include placement, spending, opponent-directed effects and resource counters. Own growth, compatible recipients, repeatability and a finishing route need separate evidence.

counter-support-v1

Political Commander

Karazikar, the Eye Tyrant steers combat and table incentives rather than winning through raw rate alone.

Library/Hand Pressure Engine

Mill, discard, wheel, or draw-punisher effects attack cards as a resource and turn churn into a finish line.

Library/Hand Pressure

Candidate plan inferred from the cards shown; required setup and effectiveness are not verified.

Plan A: Library/Hand Pressure

Plan A wants to attack cards in hand or library until opponents run out of resources or lose to draw/mill pressure.

Plan B: Top-End Threats

This pivot can ramp into large threats that dominate combat or generate decisive attack triggers.

Fallback: Resource Denial

If the clean card-pressure finish stalls, keep attacking hands, libraries, and graveyard resources until opponents run out of options.

1

Start Card Pressure

Start a repeat mill, wheel, or discard engine before relying on cards-in-library or cards-in-hand pressure.

2

Turn On The Engine

Mill, discard, wheel, or draw-punisher effects attack cards as a resource and turn churn into a finish line.

3

Convert Into Payoff

Translate the assembled board into pressure before opponents can reset it.

4

Close The Game

Finish through Library/Hand Pressure.

Functional But Unfocused

The deck has meaningful support for Control, Artifacts, Mill/Discard, but no single package clearly owns the plan.

Control Label Lacks Interaction

The archetype points at control, but interaction density is too low to support that claim.

Typal Label Needs Type Density

The archetype says typal, but type-specific lords, token makers, or payoff cards are too sparse.

Token Payoffs

The deck can make bodies, but it needs anthem, draw, sacrifice, or drain payoffs that turn a wide board into a win.

Recommendations

Strategy Readiness (Bracket 4)

53%

Pace target average MV: 3.05

Ramp
62
Draw
30
Interaction
23
Pace
96
  • WARN

    B3 from available evidence; assessment incomplete

Validation passed · Rules check for the selected target

Cards checked 100 · Game changers 0

· Deck texture looks closer to bracket 2 than bracket 1 based on current efficiency, interaction, and combo signals.