Commander
6.4±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(456 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana3
Mana rocks4
Land ramp6
Other acceleration3
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors2
Draw engines9
Cantrips & burst draw1
Counterspells7
Spot removal6
Artifact/enchantment removal1
Board wipes1
Stax & hate2
Protection4
Two-Color Powerhouse Lands (3)+11ⓘ
Mana Acceleration (16 sources)+6ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands7
Taplands4
Combat Damage Synergy: token swarm strategy, 1 token doubler, 6 tribal lords, 5 evasion enablers, aristocrats engine+25ⓘ
Win conditions2
Combat threats5
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.4 (Bracket 3)+Game Changers→ Bracket 4
Interaction90Speed89Consistency88
✓
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Merfolk Tribal24 cards
24 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters11 cards
11 counter synergies. Grow your creatures over time for massive threats.
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.