Commander
6.0±0.2
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
Primary win line:Go-wide combat finish
High confidence(423 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp4
Other acceleration1
Other1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (2 groups)+11ⓘ
Draw engines12
Cantrips & burst draw4
Recursion1
Value engines7
Counterspells4
Spot removal5
Stax & hate2
Protection3
Two-Color Powerhouse Lands (2)+3ⓘ
Fetchlands1
+5
Dual & shock lands8
+9
+6
+5
+5
+4
+4
+4
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
Taplands8
+3
+2
+2
+2
+2
+2
+2
Basic lands2
+8
+6
Combat Damage Synergy: token swarm strategy, 3 token doublers, 4 tribal lords, 3 evasion enablers+25ⓘ
Commander Synergy (2 groups)+8ⓘ
Combo pieces2
Synergy pieces9
Win conditions2
Combat threats11
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.0 → Bracket 3
Threats91Consistency90Mana base86
1.0 above Bracket 2 ceiling (5)
1.0 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Merfolk Tribal30 cards
30 merfolk creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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Wizard Tribal12 cards
12 wizard creatures detected. Tribal synergies can create powerful board states.
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Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.