Harald, King of Skemfar

Commander
2.4±0.2
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence127 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Mana rocks1
2+4
Mana dorks3
G+1
1G+2
1G+1
Land ramp1
1G+4
Tutors2
2G+1
2GG+1
Draw engines2
2+5
2G+2
Cantrips & burst draw9
G+2
1B+4
1B+1
1G+1
2B+2
2B+2
2G+1
3G+1
3G+1
Recursion3
B+2
1B+2
2B+1
Value engines2
2B+1
3G+1
Other5
1B+1
1B+1
2B+1
2G+1
5B+1
Spot removal17
B+7
B+4
1B+4
1B+1
1B+1
2G+4
1BB+2
2G+2
2B+2
2G+2
1BB+2
2B+1
+5 more
Board wipes1
3B+1
Stax & hate2
2B+1
2B+1
Protection2
1B+1
GG+1
Two-Color Mana Base (no fixing needed)+34
Fetchlands1
+5
Utility lands1
+2
Taplands2
+2
+2
Basic lands2
+15
+15
Combat Damage Synergy: token swarm strategy, 1 evasion enabler, aristocrats engine+25
Synergy pieces4
1G+1
2G+1
2B+1
4B+4
Win conditions3
1G+2
3GG+5
5B+1
Combat threats15
G+1
1G+2
1G+1
GG+1
1G+1
2G+2
2G+1
2G+1
2G+1
2G+1
3G+1
2GG+1
+3 more
Sacrifice outlets1
B+4
Drain effects1
1B+4
Token generators4
1G+4
1G+2
2B+1
2G+1
Reanimation1
4B+2

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.4 → Bracket 1
Threats79Mana base75Interaction44

1.4 above Bracket 0 ceiling (1)

0.6 below Bracket 2 threshold (3)

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

Themes4 total

Elf Tribal20 cards

20 elf creatures detected. Tribal synergies can create powerful board states.

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+1/+1 Counters11 cards

11 counter synergies. Grow your creatures over time for massive threats.

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Go-Wide / Weenies10 cards

10 low-cost creatures. Swarm the board and pump for lethal attacks.

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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.