Commander
5.6±0.2
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(376 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks1
Other acceleration1
Commander Draw Engine (Sygg, Wanderwine Wisdom provides card draw)+18ⓘ
Tutors2
Draw engines7
Cantrips & burst draw6
Recursion2
Value engines1
Other1
Counterspells11
Spot removal10
Board wipes1
Stax & hate4
Protection4
Two-Color Powerhouse Lands (1)+6ⓘ
Fetchlands4
Dual & shock lands3
Premium utility lands2
Utility lands10
Taplands8
Basic lands1
Island+10
Combat Damage Synergy: token swarm strategy, 8 tribal lords, 2 evasion enablers+25ⓘ
1 Combo Family (1 lines, Consistency: 68%)+21ⓘ
Tempo Control (lockout lethality)+12.9ⓘ
1 extra turn effect+5ⓘ
Combo pieces2
Synergy pieces4
Combat threats12
Token generators3
Reanimation2
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Threats93Interaction91Mana base89
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Merfolk Tribal30 cards
30 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Wizard Tribal14 cards
14 wizard creatures detected. Tribal synergies can create powerful board states.