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(458 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana3
Land ramp1
Other acceleration3
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors2
Draw engines10
Cantrips & burst draw8
Value engines7
Counterspells7
Spot removal7
Stax & hate1
Protection1
Two-Color Powerhouse Lands (7)+20ⓘ
Fetchlands8
Dual & shock lands5
Premium utility lands3
Utility lands10
Combat Damage Synergy: token swarm strategy, 6 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Combo pieces1
Win conditions1
Combat threats7
Token generators3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.4 → Bracket 3
Mana base96Consistency93Interaction84
1.9 above Bracket 2 ceiling (4.5)
0.1 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Merfolk Tribal36 cards
36 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies25 cards
25 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters14 cards
14 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.