Commander
5.9±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(416 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana5
Mana rocks2
Land ramp2
Other acceleration2
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors4
Draw engines7
Cantrips & burst draw4
Wheels1
Counterspells5
Spot removal5
Board wipes1
Stax & hate1
Protection3
Two-Color Powerhouse Lands (1)+8ⓘ
Two-Color Mana Base (no fixing needed)+3ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands5
Premium utility lands1
Utility lands5
Taplands2
Combat Damage Synergy: token swarm strategy, 4 token doublers, 7 tribal lords, 2 haste enablers, 4 evasion enablers+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Synergy pieces3
Win conditions4
Combat threats7
Token generators2
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 5.9 (Bracket 3)+Game Changers→ Bracket 4
Consistency90Threats84Interaction83
✓
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Merfolk Tribal28 cards
28 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
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.