Commander
No commander provided2.7±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
Land ramp4
Other acceleration1
Other1
Tutors1
Draw engines2
Cantrips & burst draw14
Recursion2
Value engines9
Other2
Counterspells3
Spot removal5
Protection4
Premium utility lands3
+6
+6
+5
Utility lands2
+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
Synergy pieces5
Win conditions1
Combat threats11
Token generators1
Other2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
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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