Miirym, Sentinel Wyrm

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Commander
3.8±0.3
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence253 pts
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Heavy Curve−10
Fast mana2
Mana rocks4
Land ramp5
Other acceleration3
Treasure generators3
Draw engines5
Cantrips & burst draw2
Recursion1
Value engines5
Counterspells3
Spot removal5
Protection3
Other1
Mana Acceleration+4
Dual & shock lands1
Premium utility lands3
Utility lands8
Taplands10
Basic lands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 extra combat, 2 haste enablers, 1 damage multiplier+25
1 Combo(s) Detected (Consistency: 32%)+16
Combo pieces1
Synergy pieces3
Win conditions2
Combat threats3

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.8 → Bracket 2

0.8 above Bracket 1 ceiling (3)

1.2 below Bracket 3 threshold (5)

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.
Dragon Tribal23 cards

23 dragon creatures detected. Tribal synergies can create powerful board states.

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Stompy / Big Mana20 cards

20 high-impact creatures. Ramp into massive threats that dominate the board.

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Tokens (Commander)1 cards

Commander generates or synergizes with creature tokens.

Combos1 total

  • 3-card combo · 1
  • ++