Commander
5.0±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(342 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp4
Other acceleration2
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors1
Draw engines6
Cantrips & burst draw4
Counterspells5
Spot removal5
Land destruction1
Stax & hate2
Protection4
Two-Color Powerhouse Lands (4)+9ⓘ
Fetchlands3
Dual & shock lands2
Premium utility lands3
Utility lands10
Combat Damage Synergy: token swarm strategy, 1 token doubler, 4 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Synergy pieces1
Win conditions2
Combat threats3
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Mana base85Consistency83Interaction80
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Merfolk Tribal24 cards
24 merfolk creatures detected. Tribal synergies can create powerful board states.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
+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.