Commander
5.7±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(401 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana3
Mana rocks2
Land ramp6
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors1
Draw engines6
Cantrips & burst draw5
Value engines6
Counterspells4
Spot removal7
Board wipes1
Stax & hate3
Protection4
Two-Color Powerhouse Lands (5)+16ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands3
Dual & shock lands3
Premium utility lands3
Utility lands8
Combat Damage Synergy: token swarm strategy, 2 token doublers, 6 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Synergy pieces2
Win conditions2
Combat threats6
Token generators2
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 5.7 (Bracket 3)+Game Changers→ Bracket 4
Mana base88Interaction87Consistency82
✓
Game changers 4
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Merfolk Tribal27 cards
27 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.
+1/+1 Counters12 cards
12 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.