Commander
6.1±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(429 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Land ramp2
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+6ⓘ
Tutors1
Draw engines6
Cantrips & burst draw4
Counterspells12
Spot removal8
Stax & hate1
Protection4
Two-Color Powerhouse Lands (4)+11ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands10
Combat Damage Synergy: token swarm strategy, 2 token doublers, 5 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
Tempo Control (lockout lethality)+17.4ⓘ
1 extra turn effect+5ⓘ
Win conditions2
Combat threats5
Token generators1
Clone effects3
Extra turns1
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 6.1 → Bracket 3
Interaction95Consistency87Threats85
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Merfolk Tribal19 cards
19 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Legends Matter11 cards
11 legendary synergies. Your legends grow stronger together.
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.