Commander
3.1±0.45
Precon level
Comparable to stock precons: clear plan, but slower mana and lower card efficiency.
Primary win line:Go-wide combat finish
Medium confidence(182 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (54% CMC 0-2)+8ⓘ
Fast mana1
Mana dorks1
Other acceleration1
Tutors2
Draw engines3
Cantrips & burst draw3
Value engines4
Counterspells10
Spot removal6
Graveyard hate1
Stax & hate3
Protection4
Mono-Color Mana Base (no fixing needed)+11ⓘ
Mono-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands5
Basic lands1
Island+35
Combat Damage Synergy: token swarm strategy, 7 tribal lords, 1 haste enabler, 12 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Combat threats21
Other2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.1 → Bracket 2
Threats87Interaction83Mana base70
0.1 above Bracket 1 ceiling (3)
1.4 below Bracket 3 threshold (4.5)
✕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.
Go-Wide / Weenies28 cards
28 low-cost creatures. Swarm the board and pump for lethal attacks.
Wizard Tribal22 cards
22 wizard creatures detected. Tribal synergies can create powerful board states.
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.