Commander
5.8±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(401 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks1
Land ramp2
Other acceleration3
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Tutors1
Draw engines9
Cantrips & burst draw3
Counterspells6
Spot removal2
Graveyard hate1
Stax & hate2
Two-Color Mana Base (no fixing needed)+10ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands6
Taplands3
Combat Damage Synergy: token swarm strategy, 3 token doublers, 7 tribal lords, 5 evasion enablers, aristocrats engine+25ⓘ
1 Combo(s) Detected (Consistency: 55%)+19ⓘ
Commander Synergy (1 groups)+6ⓘ
1 extra turn effect+5ⓘ
Tempo Control (lockout lethality)+4.2ⓘ
Combo pieces2
Win conditions2
Combat threats6
Token generators2
Clone effects1
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 5.8 → Bracket 3
Threats90Consistency85Interaction82
1.3 above Bracket 2 ceiling (4.5)
0.7 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Merfolk Tribal32 cards
32 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.