Merfolk Tribal Deck

Commander
No commander provided
2.7±0.4
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(155 pts)
Estimated win turn
T8best
T9typical
T10+contested
Vector breakdown
Mana rocks5
2+6
2+4
3+3
3+1
4+6
Land ramp4
G+2
GU+1
2G+5
3GU+2
Other acceleration1
1U+6
Other1
2GG+1
Tutors1
3G+3
Draw engines2
1G/UG/U+1
1GU+1
Cantrips & burst draw14
G+2
G+2
XG+2
1U+2
1U+2
1G+1
1U+1
1GG+2
2G+1
2GU+2
3G+1
3U+1
+2 more
Recursion2
3G+2
3UU+2
Value engines9
GU+1
GU+1
2G+5
2G+4
3+3
2U+2
2U+1
2GG+1
2G/UG/UG/U+5
Other2
2U+1
3G+1
Counterspells3
UU+8
2U+7
1UU+3
Spot removal5
1G+1
GU+1
1UU+7
3U+1
3G+1
Protection4
G+3
1G+2
2G+2
1GG+1
Premium utility lands3
+6
+6
+5
Utility lands2
G+2
+2
Taplands4
+2
+2
+2
+2
Basic lands2
+13
+13
Combat Damage Synergy: token swarm strategy, 3 tribal lords, 1 haste enabler, 1 evasion enabler, aristocrats engine+25
1 Combo Family (1 lines, Consistency: 45%)+18
Combo pieces3
1U+8
GU+4
2U+3
Synergy pieces5
G+1
2U+4
2U+1
2G+1
3U+4
Win conditions1
3GG+1
Combat threats11
U+1
GU+2
1U+2
GU+1
1UU+5
2U+5
2U+2
2U+1
3U+1
2GG+1
4G/UG/U+1
Token generators1
4G/UG/U+4
Other2
1U+1
2U+6

Bracket

1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Power level 2.7 → Bracket 1
Threats87Consistency56Mana base55

1.7 above Bracket 0 ceiling (1)

0.3 below Bracket 2 threshold (3)

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

Themes6 total

Merfolk Tribal33 cards

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

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+1/+1 Counters18 cards

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

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Go-Wide / Weenies16 cards

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

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Combos1 total

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