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HomeExplore decksCommanders
WBG

merry and pippin

viaMoxfieldMoxfield·0 views·27m ago

Power level

5.5±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence380 pts
Estimated win turn
T6best
T8typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana1
Mana rocks5
Mana dorks4
Land ramp6
Treasure generators5
Tutors2
Draw engines6
Cantrips & burst draw3
Value engines4
Synergy support1
Counterspells1
Artifact/enchantment removal1
Spot removal7
Graveyard hate2
Protection4
Mana Acceleration+4ⓘ
Fetchlands2
Dual & shock lands11
Premium utility lands3
Utility lands14
Taplands1
Basic lands3
Combat Damage Synergy+25ⓘ
Synergy pieces9
Win conditions2
Combat threats2
Sacrifice outlets2
Drain effects2
Token generators8
Enablers1
Other2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5 → Bracket 3

0.5 above Bracket 2 ceiling (5)

1.5 below Bracket 4 threshold (7)

This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes4 total

Token StrategyCore (25 cards)

This deck generates and leverages a wide board of tokens for value and board presence.

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LifegainCore (23 cards)

23 lifegain synergies. Gain life to trigger payoffs and outlast opponents.

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Go-Wide / WeeniesCore (13 cards)

13 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.