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4.2±0.3
Upgraded Precon
Core strategy improved with targeted swaps. Mana base and card draw still have clear gaps.
High confidence275 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks1
Land ramp5
Other acceleration2
Commander Draw Engine+15ⓘ
Commander Synergy+9ⓘ
Tutors2
Draw engines6
Cantrips & burst draw8
Value engines6
Counterspells4
Spot removal5
Graveyard hate1
Stax & hate1
Protection5
Two-Color Mana Base (no fixing needed)+20ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands3
Taplands3
Basic lands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 5 tribal lords, 3 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy+6ⓘ
Synergy pieces1
Win conditions1
Combat threats8
Token generators4
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.2 → Bracket 2
1.2 above Bracket 1 ceiling (3)
0.8 below Bracket 3 threshold (5)
Markers
Learn more →✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Merfolk Tribal29 cards
29 merfolk creatures detected. Tribal synergies can create powerful board states.
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+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
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Go-Wide / Weenies12 cards
12 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.