Commander
5.2±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(361 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks1
Land ramp4
Other acceleration2
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors1
Draw engines10
Cantrips & burst draw6
Value engines5
Counterspells5
Spot removal6
Board wipes1
Stax & hate2
Protection3
Two-Color Powerhouse Lands (3)+8ⓘ
Dual & shock lands4
Premium utility lands3
Utility lands9
Taplands3
Combat Damage Synergy: token swarm strategy, 2 token doublers, 7 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+6ⓘ
Synergy pieces2
Win conditions1
Combat threats7
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 5.2 → Bracket 3
Consistency86Interaction82Mana base82
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Merfolk Tribal32 cards
32 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters18 cards
18 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.