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HomeExplore decksCommanders
UG

Merfolk Tribal

viaMoxfieldMoxfield·Updated 22 days ago·14 views·

Power level

5.0±0.7
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Medium confidence342 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Land ramp2
Commander Draw Engine+15ⓘ
Commander Synergy+6ⓘ
Draw engines5
Cantrips & burst draw5
Value engines2
Counterspells7
Artifact/enchantment removal1
Spot removal5
Board wipes1
Stax & hate1
Protection3
Two-Color Powerhouse Lands (4)+14ⓘ
Fetchlands6
Dual & shock lands4
Premium utility lands7
Utility lands11
Taplands1
Basic lands2
Combat Damage Synergy: token swarm strategy, 3 tribal lords, 3 evasion enablers+25ⓘ
Commander Synergy+3ⓘ
Synergy pieces2
Win conditions1
Combat threats6
Token generators3

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.0 → Bracket 3

Right at the Bracket 3 threshold

2.0 below Bracket 4 threshold (7)

Markers
Learn more →
✓
Game changers 2
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none

Themes8 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 Tribal18 cards

18 merfolk creatures detected. Tribal synergies can create powerful board states.

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Token Strategy8 cards

8 token producers. Go-wide strategies can overwhelm opponents with numbers.

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+1/+1 Counters8 cards

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

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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.