Deck Doctor

Find out what is actually wrong with your deck

Point the Doctor at a deck and it checks the things that quietly lose games: too little interaction, not enough ramp for the curve, a mana base that does not support the colours, cards that are legal but do nothing alongside your commander, and combos you did not know were in there.

Interaction and sweepers
Whether you can actually answer a threat, measured against your bracket rather than a generic rule of thumb.
Ramp against your curve
An expensive deck with cheap-deck ramp stalls. The counts are checked against what the deck is trying to cast.
Mana base
Land count and colour sources tested against the pips your deck actually needs, not just the colours in your identity.
Cards that do nothing here
Legal, on-colour, and pulling in the opposite direction to your commander - the kind of thing counting cannot catch.
Accidental combos
Two-card infinites you did not plan, checked against Commander Spellbook, which matters if your table expects a fair game.
Specific swaps
Not just a verdict. Every finding comes with a card to cut and a card to put in, and you choose which to accept.
Pick a deck to examine
Loading...