Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence(368 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks4
Land ramp5
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors3
Draw engines7
Cantrips & burst draw4
Value engines7
Other1
Counterspells5
Spot removal3
Artifact/enchantment removal1
Stax & hate2
Mana Acceleration (11 sources)+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands10
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 7 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
1 Combo Family (1 lines, Consistency: 83%)+22ⓘ
Commander Synergy (1 groups)+6ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+3.4ⓘ
Combo pieces2
Synergy pieces10
Win conditions2
Combat threats5
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Threats92Consistency82Mana base76
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Merfolk Tribal29 cards
29 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters15 cards
15 counter synergies. Grow your creatures over time for massive threats.