Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(326 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks3
Land ramp1
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors1
Draw engines7
Cantrips & burst draw5
Value engines7
Counterspells6
Spot removal6
Stax & hate1
Protection2
Two-Color Mana Base (no fixing needed)+17ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands1
Premium utility lands3
Utility lands5
Taplands2
3 Combo(s) Detected (Consistency: 53%)+26ⓘ
Combat Damage Synergy: token swarm strategy, 1 token doubler, 6 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+6ⓘ
Combo pieces4
Win conditions2
Combat threats5
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 5.0 → Bracket 3
Threats91Consistency84Mana base75
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
Themes10 total
Merfolk Tribal35 cards
35 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters20 cards
20 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.