Miirym, Sentinel Wyrm

2.7±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
Primary win line:Go-wide combat finish
High confidence(149 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Commander Synergy (1 groups)+3
Heavy Curve (47% CMC 5+)+-10
Mana dorks1
Other acceleration2
Treasure generators1
Mana Acceleration (12 sources)+2
Basic lands3

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.7 → Bracket 1
Consistency74Threats68Interaction48

1.7 above Bracket 0 ceiling (1)

0.3 below Bracket 2 threshold (3)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes3 total

Dragon Tribal23 cards

23 dragon creatures detected. Tribal synergies can create powerful board states.

Stompy / Big Mana21 cards

21 high-impact creatures. Ramp into massive threats that dominate the board.

Bounce5 cards

5 bounce effects. Return permanents to hand for tempo advantage.

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.